Ich habe den Quellcode von SharpGL jetzt direkt implementiert und einen Bug darin behoben. Damit kann ich nun auch OpenGL 4.3 verwenden! 😄

This commit is contained in:
mono 2019-02-09 05:03:17 +01:00
parent 8426e9ec41
commit 3e47899971
28 changed files with 16826 additions and 32 deletions

25
src/Form1.Designer.cs generated
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@ -23,35 +23,34 @@
/// the contents of this method with the code editor. /// the contents of this method with the code editor.
/// </summary> /// </summary>
private void InitializeComponent() { private void InitializeComponent() {
this.canvas1 = new JuicyGraphics.canvas(); this.canvas2 = new JuicyGraphics.canvas();
((System.ComponentModel.ISupportInitialize)(this.canvas1)).BeginInit(); ((System.ComponentModel.ISupportInitialize)(this.canvas2)).BeginInit();
this.SuspendLayout(); this.SuspendLayout();
// //
// canvas1 // canvas2
// //
this.canvas1.Dock = System.Windows.Forms.DockStyle.Fill; this.canvas2.Dock = System.Windows.Forms.DockStyle.Fill;
this.canvas1.Location = new System.Drawing.Point(0, 0); this.canvas2.Location = new System.Drawing.Point(0, 0);
this.canvas1.Name = "canvas1"; this.canvas2.Name = "canvas2";
this.canvas1.Size = new System.Drawing.Size(704, 521); this.canvas2.Size = new System.Drawing.Size(704, 521);
this.canvas1.TabIndex = 0; this.canvas2.TabIndex = 3;
this.canvas1.Text = "canvas1"; this.canvas2.Text = "canvas2";
// //
// mainForm // mainForm
// //
this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(704, 521); this.ClientSize = new System.Drawing.Size(704, 521);
this.Controls.Add(this.canvas1); this.Controls.Add(this.canvas2);
this.Name = "mainForm"; this.Name = "mainForm";
this.Text = "JuicyGraphics"; this.Text = "JuicyGraphics";
((System.ComponentModel.ISupportInitialize)(this.canvas1)).EndInit(); ((System.ComponentModel.ISupportInitialize)(this.canvas2)).EndInit();
this.ResumeLayout(false); this.ResumeLayout(false);
} }
#endregion #endregion
private canvas canvas2;
private canvas canvas1;
} }
} }

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@ -20,6 +20,7 @@
<DefineConstants>DEBUG;TRACE</DefineConstants> <DefineConstants>DEBUG;TRACE</DefineConstants>
<ErrorReport>prompt</ErrorReport> <ErrorReport>prompt</ErrorReport>
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup> </PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' "> <PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<PlatformTarget>AnyCPU</PlatformTarget> <PlatformTarget>AnyCPU</PlatformTarget>
@ -31,15 +32,6 @@
<WarningLevel>4</WarningLevel> <WarningLevel>4</WarningLevel>
</PropertyGroup> </PropertyGroup>
<ItemGroup> <ItemGroup>
<Reference Include="SharpGL, Version=2.4.0.0, Culture=neutral, PublicKeyToken=27fc851303210b27, processorArchitecture=MSIL">
<HintPath>packages\SharpGL.2.4.0.0\lib\net40\SharpGL.dll</HintPath>
</Reference>
<Reference Include="SharpGL.SceneGraph, Version=2.4.0.0, Culture=neutral, PublicKeyToken=27fc851303210b27, processorArchitecture=MSIL">
<HintPath>packages\SharpGL.2.4.0.0\lib\net40\SharpGL.SceneGraph.dll</HintPath>
</Reference>
<Reference Include="SharpGL.WinForms, Version=2.4.0.0, Culture=neutral, PublicKeyToken=27fc851303210b27, processorArchitecture=MSIL">
<HintPath>packages\SharpGL.WinForms.2.4.0.0\lib\net40\SharpGL.WinForms.dll</HintPath>
</Reference>
<Reference Include="System" /> <Reference Include="System" />
<Reference Include="System.Core" /> <Reference Include="System.Core" />
<Reference Include="System.Xml.Linq" /> <Reference Include="System.Xml.Linq" />
@ -64,6 +56,30 @@
</Compile> </Compile>
<Compile Include="Program.cs" /> <Compile Include="Program.cs" />
<Compile Include="Properties\AssemblyInfo.cs" /> <Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="SharpGL\DIBSection.cs" />
<Compile Include="SharpGL\Enumerations\OpenGLEnumerations.cs" />
<Compile Include="SharpGL\FontBitmaps.cs" />
<Compile Include="SharpGL\FontOutlines.cs" />
<Compile Include="SharpGL\OpenGL.cs" />
<Compile Include="SharpGL\OpenGLExtensions.cs" />
<Compile Include="SharpGL\RenderContextProviders\DIBSectionRenderContextProvider.cs" />
<Compile Include="SharpGL\RenderContextProviders\ExternalRenderContextProvider.cs" />
<Compile Include="SharpGL\RenderContextProviders\FBORenderContextProvider.cs" />
<Compile Include="SharpGL\RenderContextProviders\HiddenWindowRenderContextProvider.cs" />
<Compile Include="SharpGL\RenderContextProviders\IRenderContextProvider.cs" />
<Compile Include="SharpGL\RenderContextProviders\NativeWindowRenderContextProvider.cs" />
<Compile Include="SharpGL\RenderContextProviders\RenderContextProvider.cs" />
<Compile Include="SharpGL\RenderContextType.cs" />
<Compile Include="SharpGL\Shaders\Shader.cs" />
<Compile Include="SharpGL\Shaders\ShaderCompilationException.cs" />
<Compile Include="SharpGL\Shaders\ShaderProgram.cs" />
<Compile Include="SharpGL\Tesselators\Delegates.cs" />
<Compile Include="SharpGL\Version\OpenGLVersion.cs" />
<Compile Include="SharpGL\Version\VersionAttribute.cs" />
<Compile Include="SharpGL\VertexBuffers\IndexBuffer.cs" />
<Compile Include="SharpGL\VertexBuffers\VertexBuffer.cs" />
<Compile Include="SharpGL\VertexBuffers\VertexBufferArray.cs" />
<Compile Include="SharpGL\Win32.cs" />
<EmbeddedResource Include="Form1.resx"> <EmbeddedResource Include="Form1.resx">
<DependentUpon>Form1.cs</DependentUpon> <DependentUpon>Form1.cs</DependentUpon>
</EmbeddedResource> </EmbeddedResource>
@ -76,7 +92,6 @@
<AutoGen>True</AutoGen> <AutoGen>True</AutoGen>
<DependentUpon>Resources.resx</DependentUpon> <DependentUpon>Resources.resx</DependentUpon>
</Compile> </Compile>
<None Include="packages.config" />
<None Include="Properties\Settings.settings"> <None Include="Properties\Settings.settings">
<Generator>SettingsSingleFileGenerator</Generator> <Generator>SettingsSingleFileGenerator</Generator>
<LastGenOutput>Settings.Designer.cs</LastGenOutput> <LastGenOutput>Settings.Designer.cs</LastGenOutput>
@ -90,5 +105,6 @@
<ItemGroup> <ItemGroup>
<None Include="App.config" /> <None Include="App.config" />
</ItemGroup> </ItemGroup>
<ItemGroup />
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" /> <Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
</Project> </Project>

197
src/SharpGL/DIBSection.cs Normal file
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@ -0,0 +1,197 @@
using System;
using System.Runtime.InteropServices;
namespace SharpGL
{
/// <summary>
///
/// </summary>
public class DIBSection : IDisposable
{
/// <summary>
/// Creates the specified width.
/// </summary>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
/// <param name="bitCount">The bit count.</param>
/// <returns></returns>
public virtual unsafe bool Create(IntPtr hDC, int width, int height, int bitCount)
{
this.width = width;
this.height = height;
parentDC = hDC;
// Destroy existing objects.
Destroy();
// Create a bitmap info structure.
Win32.BITMAPINFO info = new Win32.BITMAPINFO();
info.Init();
// Set the data.
info.biBitCount = (short)bitCount;
info.biPlanes = 1;
info.biWidth = width;
info.biHeight = height;
// Create the bitmap.
hBitmap = Win32.CreateDIBSection(hDC, ref info, Win32.DIB_RGB_COLORS,
out bits, IntPtr.Zero, 0);
Win32.SelectObject(hDC, hBitmap);
// Set the OpenGL pixel format.
SetPixelFormat(hDC, bitCount);
return true;
}
/// <summary>
/// Resizes the section.
/// </summary>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
/// <param name="bitCount">The bit count.</param>
public void Resize(int width, int height, int bitCount)
{
// Destroy existing objects.
Destroy();
// Set parameters.
Width = width;
Height = height;
// Create a bitmap info structure.
Win32.BITMAPINFO info = new Win32.BITMAPINFO();
info.Init();
// Set the data.
info.biBitCount = (short)bitCount;
info.biPlanes = 1;
info.biWidth = width;
info.biHeight = height;
// Create the bitmap.
hBitmap = Win32.CreateDIBSection(parentDC, ref info, Win32.DIB_RGB_COLORS,
out bits, IntPtr.Zero, 0);
Win32.SelectObject(parentDC, hBitmap);
}
/// <summary>
/// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
/// </summary>
public void Dispose()
{
Destroy();
}
/// <summary>
/// This function sets the pixel format of the underlying bitmap.
/// </summary>
/// <param name="bitCount">The bitcount.</param>
protected virtual bool SetPixelFormat(IntPtr hDC, int bitCount)
{
// Create the big lame pixel format majoo.
Win32.PIXELFORMATDESCRIPTOR pixelFormat = new Win32.PIXELFORMATDESCRIPTOR();
pixelFormat.Init();
// Set the values for the pixel format.
pixelFormat.nVersion = 1;
pixelFormat.dwFlags = (Win32.PFD_DRAW_TO_BITMAP | Win32.PFD_SUPPORT_OPENGL | Win32.PFD_SUPPORT_GDI);
pixelFormat.iPixelType = Win32.PFD_TYPE_RGBA;
pixelFormat.cColorBits = (byte)bitCount;
pixelFormat.cDepthBits = 32;
pixelFormat.iLayerType = Win32.PFD_MAIN_PLANE;
// Match an appropriate pixel format
int iPixelformat;
if((iPixelformat = Win32.ChoosePixelFormat(hDC, pixelFormat)) == 0 )
return false;
// Sets the pixel format
if (Win32.SetPixelFormat(hDC, iPixelformat, pixelFormat) == 0)
{
int lastError = Marshal.GetLastWin32Error();
return false;
}
return true;
}
/// <summary>
/// Destroys this instance.
/// </summary>
public virtual void Destroy()
{
// Destroy the bitmap.
if(hBitmap != IntPtr.Zero)
{
Win32.DeleteObject(hBitmap);
hBitmap = IntPtr.Zero;
}
}
/// <summary>
/// The parent dc.
/// </summary>
protected IntPtr parentDC = IntPtr.Zero;
/// <summary>
/// The bitmap handle.
/// </summary>
protected IntPtr hBitmap = IntPtr.Zero;
/// <summary>
/// The bits.
/// </summary>
protected IntPtr bits = IntPtr.Zero;
/// <summary>
/// The width.
/// </summary>
protected int width = 0;
/// <summary>
/// The height.
/// </summary>
protected int height = 0;
/// <summary>
/// Gets the handle to the bitmap.
/// </summary>
/// <value>The handle to the bitmap.</value>
public IntPtr HBitmap
{
get {return hBitmap;}
}
/// <summary>
/// Gets the bits.
/// </summary>
public IntPtr Bits
{
get { return bits; }
}
/// <summary>
/// Gets or sets the width.
/// </summary>
/// <value>The width.</value>
public int Width
{
get { return width; }
protected set { width = value; }
}
/// <summary>
/// Gets or sets the height.
/// </summary>
/// <value>The height.</value>
public int Height
{
get {return height;}
protected set { height = value; }
}
}
}

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@ -0,0 +1,695 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SharpGL.Enumerations
{
/// <summary>
/// AccumOp
/// </summary>
public enum AccumOperation : uint
{
Accum = OpenGL.GL_ACCUM,
Load = OpenGL.GL_LOAD,
Return = OpenGL.GL_RETURN,
Multiple = OpenGL.GL_MULT,
Add = OpenGL.GL_ADD
}
/// <summary>
/// The alpha function
/// </summary>
public enum AlphaTestFunction : uint
{
Never = OpenGL.GL_NEVER,
Less = OpenGL.GL_LESS,
Equal = OpenGL.GL_EQUAL,
LessThanOrEqual = OpenGL.GL_LEQUAL,
Great = OpenGL.GL_GREATER,
NotEqual = OpenGL.GL_NOTEQUAL,
GreaterThanOrEqual = OpenGL.GL_GEQUAL,
Always = OpenGL.GL_ALWAYS,
}
/// <summary>
/// The OpenGL Attribute flags.
/// </summary>
[Flags]
public enum AttributeMask : uint
{
None = 0,
Current = OpenGL.GL_CURRENT_BIT,
Point = OpenGL.GL_POINT_BIT,
Line = OpenGL.GL_LINE_BIT,
Polygon = OpenGL.GL_POLYGON_BIT,
PolygonStipple = OpenGL.GL_POLYGON_STIPPLE_BIT,
PixelMode = OpenGL.GL_PIXEL_MODE_BIT,
Lighting = OpenGL.GL_LIGHTING_BIT,
Fog = OpenGL.GL_FOG_BIT,
DepthBuffer = OpenGL.GL_DEPTH_BUFFER_BIT,
AccumBuffer = OpenGL.GL_ACCUM_BUFFER_BIT,
StencilBuffer = OpenGL.GL_STENCIL_BUFFER_BIT,
Viewport = OpenGL.GL_VIEWPORT_BIT,
Transform = OpenGL.GL_TRANSFORM_BIT,
Enable = OpenGL.GL_ENABLE_BIT,
ColorBuffer = OpenGL.GL_COLOR_BUFFER_BIT,
Hint = OpenGL.GL_HINT_BIT,
Eval = OpenGL.GL_EVAL_BIT,
List = OpenGL.GL_LIST_BIT,
Texture = OpenGL.GL_TEXTURE_BIT,
Scissor = OpenGL.GL_SCISSOR_BIT,
All = OpenGL.GL_ALL_ATTRIB_BITS,
}
/// <summary>
/// The begin mode.
/// </summary>
public enum BeginMode : uint
{
Points = OpenGL.GL_POINTS,
Lines = OpenGL.GL_LINES,
LineLoop = OpenGL.GL_LINE_LOOP,
LineStrip = OpenGL.GL_LINE_STRIP,
Triangles = OpenGL.GL_TRIANGLES,
TriangleString = OpenGL.GL_TRIANGLE_STRIP,
TriangleFan = OpenGL.GL_TRIANGLE_FAN,
Quads= OpenGL.GL_QUADS,
QuadStrip = OpenGL.GL_QUAD_STRIP,
Polygon = OpenGL.GL_POLYGON
}
/// <summary>
/// BlendingDestinationFactor
/// </summary>
public enum BlendingDestinationFactor : uint
{
Zero = OpenGL.GL_ZERO,
One = OpenGL.GL_ONE,
SourceColor = OpenGL.GL_SRC_COLOR,
OneMinusSourceColor = OpenGL.GL_ONE_MINUS_SRC_COLOR,
SourceAlpha = OpenGL.GL_SRC_ALPHA,
OneMinusSourceAlpha = OpenGL.GL_ONE_MINUS_SRC_ALPHA,
DestinationAlpha = OpenGL.GL_DST_ALPHA,
OneMinusDestinationAlpha = OpenGL.GL_ONE_MINUS_DST_ALPHA,
}
/// <summary>
/// The blending source factor.
/// </summary>
public enum BlendingSourceFactor : uint
{
DestinationColor = OpenGL.GL_DST_COLOR,
OneMinusDestinationColor = OpenGL.GL_ONE_MINUS_DST_COLOR,
SourceAlphaSaturate = OpenGL.GL_SRC_ALPHA_SATURATE,
/// <summary>
///
/// </summary>
SourceAlpha = OpenGL.GL_SRC_ALPHA
}
/// <summary>
/// The Clip Plane Name
/// </summary>
public enum ClipPlaneName : uint
{
ClipPlane0 = OpenGL.GL_CLIP_PLANE0,
ClipPlane1 = OpenGL.GL_CLIP_PLANE1,
ClipPlane2 = OpenGL.GL_CLIP_PLANE2,
ClipPlane3 = OpenGL.GL_CLIP_PLANE3,
ClipPlane4 = OpenGL.GL_CLIP_PLANE4,
ClipPlane5 = OpenGL.GL_CLIP_PLANE5
}
/// <summary>
/// The Cull Face mode.
/// </summary>
public enum FaceMode : uint
{
/// <summary>
///
/// </summary>
Front = OpenGL.GL_FRONT,
FrontAndBack = OpenGL.GL_FRONT_AND_BACK,
Back = OpenGL.GL_BACK,
}
/// <summary>
/// The Data Type.
/// </summary>
public enum DataType : uint
{
Byte = OpenGL.GL_BYTE,
UnsignedByte = OpenGL.GL_UNSIGNED_BYTE,
Short = OpenGL.GL_SHORT,
UnsignedShort = OpenGL.GL_UNSIGNED_SHORT,
Int = OpenGL.GL_INT,
UnsignedInt = OpenGL.GL_UNSIGNED_INT,
Float = OpenGL.GL_FLOAT,
TwoBytes = OpenGL.GL_2_BYTES,
ThreeBytes = OpenGL.GL_3_BYTES,
FourBytes = OpenGL.GL_4_BYTES,
/// <summary>
///
/// </summary>
Double= OpenGL.GL_DOUBLE
}
/// <summary>
/// The depth function
/// </summary>
public enum DepthFunction : uint
{
Never = OpenGL.GL_NEVER,
Less = OpenGL.GL_LESS,
Equal = OpenGL.GL_EQUAL,
LessThanOrEqual = OpenGL.GL_LEQUAL,
Great = OpenGL.GL_GREATER,
NotEqual = OpenGL.GL_NOTEQUAL,
GreaterThanOrEqual = OpenGL.GL_GEQUAL,
Always = OpenGL.GL_ALWAYS,
}
/// <summary>
/// The Draw Buffer Mode
/// </summary>
public enum DrawBufferMode : uint
{
None = OpenGL.GL_NONE,
FrontLeft = OpenGL.GL_FRONT_LEFT,
FrontRight = OpenGL.GL_FRONT_RIGHT,
BackLeft = OpenGL.GL_BACK_LEFT,
BackRight = OpenGL.GL_BACK_RIGHT,
Front = OpenGL.GL_FRONT,
Back = OpenGL.GL_BACK,
Left = OpenGL.GL_LEFT,
Right = OpenGL.GL_RIGHT,
FrontAndBack = OpenGL.GL_FRONT_AND_BACK,
Auxilliary0= OpenGL.GL_AUX0,
Auxilliary1 = OpenGL.GL_AUX1,
Auxilliary2 = OpenGL.GL_AUX2,
Auxilliary3 = OpenGL.GL_AUX3,
}
/// <summary>
/// Error Code
/// </summary>
public enum ErrorCode : uint
{
NoError = OpenGL.GL_NO_ERROR,
InvalidEnum = OpenGL.GL_INVALID_ENUM,
InvalidValue = OpenGL.GL_INVALID_VALUE,
InvalidOperation = OpenGL.GL_INVALID_OPERATION,
StackOverflow = OpenGL.GL_STACK_OVERFLOW,
StackUnderflow = OpenGL.GL_STACK_UNDERFLOW,
OutOfMemory = OpenGL.GL_OUT_OF_MEMORY
}
/// <summary>
/// FeedBackMode
/// </summary>
public enum FeedbackMode : uint
{
TwoD = OpenGL.GL_2D,
ThreeD = OpenGL.GL_3D,
FourD = OpenGL.GL_4D_COLOR,
ThreeDColorTexture = OpenGL.GL_3D_COLOR_TEXTURE,
FourDColorTexture = OpenGL.GL_4D_COLOR_TEXTURE
}
/// <summary>
/// The Feedback Token
/// </summary>
public enum FeedbackToken : uint
{
PassThroughToken = OpenGL.GL_PASS_THROUGH_TOKEN,
PointToken = OpenGL.GL_POINT_TOKEN,
LineToken = OpenGL.GL_LINE_TOKEN,
PolygonToken = OpenGL.GL_POLYGON_TOKEN,
BitmapToken = OpenGL.GL_BITMAP_TOKEN,
DrawPixelToken = OpenGL.GL_DRAW_PIXEL_TOKEN,
CopyPixelToken = OpenGL.GL_COPY_PIXEL_TOKEN,
LineResetToken = OpenGL.GL_LINE_RESET_TOKEN
}
/// <summary>
/// The Fog Mode.
/// </summary>
public enum FogMode : uint
{
Exp = OpenGL.GL_EXP,
/// <summary>
///
/// </summary>
Exp2 = OpenGL.GL_EXP2,
}
/// <summary>
/// GetMapTarget
/// </summary>
public enum GetMapTarget : uint
{
Coeff = OpenGL.GL_COEFF,
Order = OpenGL.GL_ORDER,
Domain = OpenGL.GL_DOMAIN
}
public enum GetTarget : uint
{
CurrentColor = OpenGL.GL_CURRENT_COLOR,
CurrentIndex = OpenGL.GL_CURRENT_INDEX,
CurrentNormal = OpenGL.GL_CURRENT_NORMAL,
CurrentTextureCoords = OpenGL.GL_CURRENT_TEXTURE_COORDS,
CurrentRasterColor = OpenGL.GL_CURRENT_RASTER_COLOR,
CurrentRasterIndex = OpenGL.GL_CURRENT_RASTER_INDEX,
CurrentRasterTextureCoords = OpenGL.GL_CURRENT_RASTER_TEXTURE_COORDS,
CurrentRasterPosition = OpenGL.GL_CURRENT_RASTER_POSITION,
CurrentRasterPositionValid = OpenGL.GL_CURRENT_RASTER_POSITION_VALID,
CurrentRasterDistance = OpenGL.GL_CURRENT_RASTER_DISTANCE,
PointSmooth = OpenGL.GL_POINT_SMOOTH,
PointSize = OpenGL.GL_POINT_SIZE,
PointSizeRange = OpenGL.GL_POINT_SIZE_RANGE,
PointSizeGranularity = OpenGL.GL_POINT_SIZE_GRANULARITY,
LineSmooth = OpenGL.GL_LINE_SMOOTH,
LineWidth = OpenGL.GL_LINE_WIDTH,
LineWidthRange = OpenGL.GL_LINE_WIDTH_RANGE,
LineWidthGranularity = OpenGL.GL_LINE_WIDTH_GRANULARITY,
LineStipple = OpenGL.GL_LINE_STIPPLE,
LineStipplePattern = OpenGL.GL_LINE_STIPPLE_PATTERN,
LineStippleRepeat = OpenGL.GL_LINE_STIPPLE_REPEAT,
ListMode = OpenGL.GL_LIST_MODE,
MaxListNesting = OpenGL.GL_MAX_LIST_NESTING,
ListBase = OpenGL.GL_LIST_BASE,
ListIndex = OpenGL.GL_LIST_INDEX,
PolygonMode = OpenGL.GL_POLYGON_MODE,
PolygonSmooth = OpenGL.GL_POLYGON_SMOOTH,
PolygonStipple = OpenGL.GL_POLYGON_STIPPLE,
EdgeFlag = OpenGL.GL_EDGE_FLAG,
CullFace = OpenGL.GL_CULL_FACE,
CullFaceMode = OpenGL.GL_CULL_FACE_MODE,
FrontFace = OpenGL.GL_FRONT_FACE,
Lighting = OpenGL.GL_LIGHTING,
LightModelLocalViewer = OpenGL.GL_LIGHT_MODEL_LOCAL_VIEWER,
LightModelTwoSide = OpenGL.GL_LIGHT_MODEL_TWO_SIDE,
LightModelAmbient = OpenGL.GL_LIGHT_MODEL_AMBIENT,
ShadeModel = OpenGL.GL_SHADE_MODEL,
ColorMaterialFace = OpenGL.GL_COLOR_MATERIAL_FACE,
ColorMaterialParameter = OpenGL.GL_COLOR_MATERIAL_PARAMETER,
ColorMaterial = OpenGL.GL_COLOR_MATERIAL,
Fog = OpenGL.GL_FOG,
FogIndex = OpenGL.GL_FOG_INDEX,
FogDensity = OpenGL.GL_FOG_DENSITY,
FogStart = OpenGL.GL_FOG_START,
FogEnd = OpenGL.GL_FOG_END,
FogMode = OpenGL.GL_FOG_MODE,
FogColor = OpenGL.GL_FOG_COLOR,
DepthRange = OpenGL.GL_DEPTH_RANGE,
DepthTest = OpenGL.GL_DEPTH_TEST,
DepthWritemask = OpenGL.GL_DEPTH_WRITEMASK,
DepthClearValue = OpenGL.GL_DEPTH_CLEAR_VALUE,
DepthFunc = OpenGL.GL_DEPTH_FUNC,
AccumClearValue = OpenGL.GL_ACCUM_CLEAR_VALUE,
StencilTest = OpenGL.GL_STENCIL_TEST,
StencilClearValue = OpenGL.GL_STENCIL_CLEAR_VALUE,
StencilFunc = OpenGL.GL_STENCIL_FUNC,
StencilValueMask = OpenGL.GL_STENCIL_VALUE_MASK,
StencilFail = OpenGL.GL_STENCIL_FAIL,
StencilPassDepthFail = OpenGL.GL_STENCIL_PASS_DEPTH_FAIL,
StencilPassDepthPass = OpenGL.GL_STENCIL_PASS_DEPTH_PASS,
StencilRef = OpenGL.GL_STENCIL_REF,
StencilWritemask = OpenGL.GL_STENCIL_WRITEMASK,
MatrixMode = OpenGL.GL_MATRIX_MODE,
Normalize = OpenGL.GL_NORMALIZE,
Viewport = OpenGL.GL_VIEWPORT,
ModelviewStackDepth = OpenGL.GL_MODELVIEW_STACK_DEPTH,
ProjectionStackDepth = OpenGL.GL_PROJECTION_STACK_DEPTH,
TextureStackDepth = OpenGL.GL_TEXTURE_STACK_DEPTH,
ModelviewMatix = OpenGL.GL_MODELVIEW_MATRIX,
ProjectionMatrix = OpenGL.GL_PROJECTION_MATRIX,
TextureMatrix = OpenGL.GL_TEXTURE_MATRIX,
AttribStackDepth = OpenGL.GL_ATTRIB_STACK_DEPTH,
ClientAttribStackDepth = OpenGL.GL_CLIENT_ATTRIB_STACK_DEPTH,
AlphaTest = OpenGL.GL_ALPHA_TEST,
AlphaTestFunc = OpenGL.GL_ALPHA_TEST_FUNC,
AlphaTestRef = OpenGL.GL_ALPHA_TEST_REF,
Dither = OpenGL.GL_DITHER,
BlendDst = OpenGL.GL_BLEND_DST,
BlendSrc = OpenGL.GL_BLEND_SRC,
Blend = OpenGL.GL_BLEND,
LogicOpMode = OpenGL.GL_LOGIC_OP_MODE,
IndexLogicOp = OpenGL.GL_INDEX_LOGIC_OP,
ColorLogicOp = OpenGL.GL_COLOR_LOGIC_OP,
AuxBuffers = OpenGL.GL_AUX_BUFFERS,
DrawBuffer = OpenGL.GL_DRAW_BUFFER,
ReadBuffer = OpenGL.GL_READ_BUFFER,
ScissorBox = OpenGL.GL_SCISSOR_BOX,
ScissorTest = OpenGL.GL_SCISSOR_TEST,
IndexClearValue = OpenGL.GL_INDEX_CLEAR_VALUE,
IndexWritemask = OpenGL.GL_INDEX_WRITEMASK,
ColorClearValue = OpenGL.GL_COLOR_CLEAR_VALUE,
ColorWritemask = OpenGL.GL_COLOR_WRITEMASK,
IndexMode = OpenGL.GL_INDEX_MODE,
RgbaMode = OpenGL.GL_RGBA_MODE,
DoubleBuffer = OpenGL.GL_DOUBLEBUFFER,
Stereo = OpenGL.GL_STEREO,
RenderMode = OpenGL.GL_RENDER_MODE,
PerspectiveCorrectionHint = OpenGL.GL_PERSPECTIVE_CORRECTION_HINT,
PointSmoothHint = OpenGL.GL_POINT_SMOOTH_HINT,
LineSmoothHint = OpenGL.GL_LINE_SMOOTH_HINT,
PolygonSmoothHint = OpenGL.GL_POLYGON_SMOOTH_HINT,
FogHint = OpenGL.GL_FOG_HINT,
TextureGenS = OpenGL.GL_TEXTURE_GEN_S,
TextureGenT = OpenGL.GL_TEXTURE_GEN_T,
TextureGenR = OpenGL.GL_TEXTURE_GEN_R,
TextureGenQ = OpenGL.GL_TEXTURE_GEN_Q,
PixelMapItoI = OpenGL.GL_PIXEL_MAP_I_TO_I,
PixelMapStoS = OpenGL.GL_PIXEL_MAP_S_TO_S,
PixelMapItoR = OpenGL.GL_PIXEL_MAP_I_TO_R,
PixelMapItoG = OpenGL.GL_PIXEL_MAP_I_TO_G,
PixelMapItoB = OpenGL.GL_PIXEL_MAP_I_TO_B,
PixelMapItoA = OpenGL.GL_PIXEL_MAP_I_TO_A,
PixelMapRtoR = OpenGL.GL_PIXEL_MAP_R_TO_R,
PixelMapGtoG = OpenGL.GL_PIXEL_MAP_G_TO_G,
PixelMapBtoB = OpenGL.GL_PIXEL_MAP_B_TO_B,
PixelMapAtoA = OpenGL.GL_PIXEL_MAP_A_TO_A,
PixelMapItoISize = OpenGL.GL_PIXEL_MAP_I_TO_I_SIZE,
PixelMapStoSSize = OpenGL.GL_PIXEL_MAP_S_TO_S_SIZE,
PixelMapItoRSize = OpenGL.GL_PIXEL_MAP_I_TO_R_SIZE,
PixelMapItoGSize = OpenGL.GL_PIXEL_MAP_I_TO_G_SIZE,
PixelMapItoBSize = OpenGL.GL_PIXEL_MAP_I_TO_B_SIZE,
PixelMapItoASize = OpenGL.GL_PIXEL_MAP_I_TO_A_SIZE,
PixelMapRtoRSize = OpenGL.GL_PIXEL_MAP_R_TO_R_SIZE,
PixelMapGtoGSize = OpenGL.GL_PIXEL_MAP_G_TO_G_SIZE,
PixelMapBtoBSize = OpenGL.GL_PIXEL_MAP_B_TO_B_SIZE,
PixelMapAtoASize = OpenGL.GL_PIXEL_MAP_A_TO_A_SIZE,
UnpackSwapBytes = OpenGL.GL_UNPACK_SWAP_BYTES,
LsbFirst = OpenGL.GL_UNPACK_LSB_FIRST,
UnpackRowLength = OpenGL.GL_UNPACK_ROW_LENGTH,
UnpackSkipRows = OpenGL.GL_UNPACK_SKIP_ROWS,
UnpackSkipPixels = OpenGL.GL_UNPACK_SKIP_PIXELS,
UnpackAlignment = OpenGL.GL_UNPACK_ALIGNMENT,
PackSwapBytes = OpenGL.GL_PACK_SWAP_BYTES,
PackLsbFirst = OpenGL.GL_PACK_LSB_FIRST,
PackRowLength = OpenGL.GL_PACK_ROW_LENGTH,
PackSkipRows = OpenGL.GL_PACK_SKIP_ROWS,
PackSkipPixels = OpenGL.GL_PACK_SKIP_PIXELS,
PackAlignment = OpenGL.GL_PACK_ALIGNMENT,
MapColor = OpenGL.GL_MAP_COLOR,
MapStencil = OpenGL.GL_MAP_STENCIL,
IndexShift = OpenGL.GL_INDEX_SHIFT,
IndexOffset = OpenGL.GL_INDEX_OFFSET,
RedScale = OpenGL.GL_RED_SCALE,
RedBias = OpenGL.GL_RED_BIAS,
ZoomX = OpenGL.GL_ZOOM_X,
ZoomY = OpenGL.GL_ZOOM_Y,
GreenScale = OpenGL.GL_GREEN_SCALE,
GreenBias = OpenGL.GL_GREEN_BIAS,
BlueScale = OpenGL.GL_BLUE_SCALE,
BlueBias = OpenGL.GL_BLUE_BIAS,
AlphaScale = OpenGL.GL_ALPHA_SCALE,
AlphaBias = OpenGL.GL_ALPHA_BIAS,
DepthScale = OpenGL.GL_DEPTH_SCALE,
DepthBias = OpenGL.GL_DEPTH_BIAS,
MapEvalOrder = OpenGL.GL_MAX_EVAL_ORDER,
MaxLights = OpenGL.GL_MAX_LIGHTS,
MaxClipPlanes = OpenGL.GL_MAX_CLIP_PLANES,
MaxTextureSize = OpenGL.GL_MAX_TEXTURE_SIZE,
MapPixelMapTable = OpenGL.GL_MAX_PIXEL_MAP_TABLE,
MaxAttribStackDepth = OpenGL.GL_MAX_ATTRIB_STACK_DEPTH,
MaxModelviewStackDepth = OpenGL.GL_MAX_MODELVIEW_STACK_DEPTH,
MaxNameStackDepth = OpenGL.GL_MAX_NAME_STACK_DEPTH,
MaxProjectionStackDepth = OpenGL.GL_MAX_PROJECTION_STACK_DEPTH,
MaxTextureStackDepth = OpenGL.GL_MAX_TEXTURE_STACK_DEPTH,
MaxViewportDims = OpenGL.GL_MAX_VIEWPORT_DIMS,
MaxClientAttribStackDepth = OpenGL.GL_MAX_CLIENT_ATTRIB_STACK_DEPTH,
SubpixelBits = OpenGL.GL_SUBPIXEL_BITS,
IndexBits = OpenGL.GL_INDEX_BITS,
RedBits = OpenGL.GL_RED_BITS,
GreenBits = OpenGL.GL_GREEN_BITS,
BlueBits = OpenGL.GL_BLUE_BITS,
AlphaBits = OpenGL.GL_ALPHA_BITS,
DepthBits = OpenGL.GL_DEPTH_BITS,
StencilBits = OpenGL.GL_STENCIL_BITS,
AccumRedBits = OpenGL.GL_ACCUM_RED_BITS,
AccumGreenBits = OpenGL.GL_ACCUM_GREEN_BITS,
AccumBlueBits = OpenGL.GL_ACCUM_BLUE_BITS,
AccumAlphaBits = OpenGL.GL_ACCUM_ALPHA_BITS,
NameStackDepth = OpenGL.GL_NAME_STACK_DEPTH,
AutoNormal = OpenGL.GL_AUTO_NORMAL,
Map1Color4 = OpenGL.GL_MAP1_COLOR_4,
Map1Index = OpenGL.GL_MAP1_INDEX,
Map1Normal = OpenGL.GL_MAP1_NORMAL,
Map1TextureCoord1 = OpenGL.GL_MAP1_TEXTURE_COORD_1,
Map1TextureCoord2 = OpenGL.GL_MAP1_TEXTURE_COORD_2,
Map1TextureCoord3 = OpenGL.GL_MAP1_TEXTURE_COORD_3,
Map1TextureCoord4 = OpenGL.GL_MAP1_TEXTURE_COORD_4,
Map1Vertex3 = OpenGL.GL_MAP1_VERTEX_3,
Map1Vertex4 = OpenGL.GL_MAP1_VERTEX_4,
Map2Color4 = OpenGL.GL_MAP2_COLOR_4,
Map2Index = OpenGL.GL_MAP2_INDEX,
Map2Normal = OpenGL.GL_MAP2_NORMAL,
Map2TextureCoord1 = OpenGL.GL_MAP2_TEXTURE_COORD_1,
Map2TextureCoord2 = OpenGL.GL_MAP2_TEXTURE_COORD_2,
Map2TextureCoord3 = OpenGL.GL_MAP2_TEXTURE_COORD_3,
Map2TextureCoord4 = OpenGL.GL_MAP2_TEXTURE_COORD_4,
Map2Vertex3 = OpenGL.GL_MAP2_VERTEX_3,
Map2Vertex4 = OpenGL.GL_MAP2_VERTEX_4,
Map1GridDomain = OpenGL.GL_MAP1_GRID_DOMAIN,
Map1GridSegments = OpenGL.GL_MAP1_GRID_SEGMENTS,
Map2GridDomain = OpenGL.GL_MAP2_GRID_DOMAIN,
Map2GridSegments = OpenGL.GL_MAP2_GRID_SEGMENTS,
Texture1D = OpenGL.GL_TEXTURE_1D,
Texture2D = OpenGL.GL_TEXTURE_2D,
FeedbackBufferPointer = OpenGL.GL_FEEDBACK_BUFFER_POINTER,
FeedbackBufferSize = OpenGL.GL_FEEDBACK_BUFFER_SIZE,
FeedbackBufferType = OpenGL.GL_FEEDBACK_BUFFER_TYPE,
SelectionBufferPointer = OpenGL.GL_SELECTION_BUFFER_POINTER,
SelectionBufferSize = OpenGL.GL_SELECTION_BUFFER_SIZE
}
/// <summary>
/// The Front Face Mode.
/// </summary>
public enum FrontFaceMode : uint
{
ClockWise = OpenGL.GL_CW,
CounterClockWise = OpenGL.GL_CCW,
}
/// <summary>
/// The hint mode.
/// </summary>
public enum HintMode : uint
{
DontCare = OpenGL.GL_DONT_CARE,
Fastest = OpenGL.GL_FASTEST,
/// <summary>
/// The
/// </summary>
Nicest = OpenGL.GL_NICEST
}
/// <summary>
/// The hint target.
/// </summary>
public enum HintTarget : uint
{
PerspectiveCorrection = OpenGL.GL_PERSPECTIVE_CORRECTION_HINT,
PointSmooth = OpenGL.GL_POINT_SMOOTH_HINT,
LineSmooth = OpenGL.GL_LINE_SMOOTH_HINT,
PolygonSmooth = OpenGL.GL_POLYGON_SMOOTH_HINT,
Fog = OpenGL.GL_FOG_HINT
}
/// <summary>
/// LightName
/// </summary>
public enum LightName : uint
{
Light0 = OpenGL.GL_LIGHT0 ,
Light1 = OpenGL.GL_LIGHT1,
Light2 = OpenGL.GL_LIGHT2,
Light3 = OpenGL.GL_LIGHT3,
Light4 = OpenGL.GL_LIGHT4,
Light5 = OpenGL.GL_LIGHT5,
Light6 = OpenGL.GL_LIGHT6,
Light7 = OpenGL.GL_LIGHT7
}
/// <summary>
/// LightParameter
/// </summary>
public enum LightParameter : uint
{
Ambient = OpenGL.GL_AMBIENT,
Diffuse = OpenGL.GL_DIFFUSE,
Specular = OpenGL.GL_SPECULAR,
Position = OpenGL.GL_POSITION,
SpotDirection = OpenGL.GL_SPOT_DIRECTION,
SpotExponent = OpenGL.GL_SPOT_EXPONENT,
SpotCutoff = OpenGL.GL_SPOT_CUTOFF,
ConstantAttenuatio = OpenGL.GL_CONSTANT_ATTENUATION,
LinearAttenuation = OpenGL.GL_LINEAR_ATTENUATION,
QuadraticAttenuation = OpenGL.GL_QUADRATIC_ATTENUATION
}
/// <summary>
/// The Light Model Parameter.
/// </summary>
public enum LightModelParameter : uint
{
LocalViewer = OpenGL.GL_LIGHT_MODEL_LOCAL_VIEWER,
TwoSide = OpenGL.GL_LIGHT_MODEL_TWO_SIDE,
Ambient = OpenGL.GL_LIGHT_MODEL_AMBIENT
}
/// <summary>
/// The Logic Op
/// </summary>
public enum LogicOp : uint
{
Clear = OpenGL.GL_CLEAR,
And = OpenGL.GL_AND,
AndReverse = OpenGL.GL_AND_REVERSE,
Copy = OpenGL.GL_COPY,
AndInverted = OpenGL.GL_AND_INVERTED,
NoOp= OpenGL.GL_NOOP,
XOr = OpenGL.GL_XOR,
Or = OpenGL.GL_OR,
NOr= OpenGL.GL_NOR,
Equiv = OpenGL.GL_EQUIV,
Invert = OpenGL.GL_INVERT,
OrReverse = OpenGL.GL_OR_REVERSE,
CopyInverted = OpenGL.GL_COPY_INVERTED,
OrInverted = OpenGL.GL_OR_INVERTED,
NAnd= OpenGL.GL_NAND,
Set = OpenGL.GL_SET,
}
/// <summary>
/// The matrix mode.
/// </summary>
public enum MatrixMode : uint
{
Modelview = OpenGL.GL_MODELVIEW,
Projection = OpenGL.GL_PROJECTION,
Texture = OpenGL.GL_TEXTURE
}
/// <summary>
/// The pixel transfer parameter name
/// </summary>
public enum PixelTransferParameterName : uint
{
MapColor = OpenGL.GL_MAP_COLOR,
MapStencil = OpenGL.GL_MAP_STENCIL,
IndexShift = OpenGL.GL_INDEX_SHIFT,
IndexOffset = OpenGL.GL_INDEX_OFFSET,
RedScale = OpenGL.GL_RED_SCALE,
RedBias = OpenGL.GL_RED_BIAS,
ZoomX = OpenGL.GL_ZOOM_X,
ZoomY = OpenGL.GL_ZOOM_Y,
GreenScale = OpenGL.GL_GREEN_SCALE,
GreenBias = OpenGL.GL_GREEN_BIAS,
BlueScale = OpenGL.GL_BLUE_SCALE,
BlueBias = OpenGL.GL_BLUE_BIAS,
AlphaScale = OpenGL.GL_ALPHA_SCALE,
AlphaBias = OpenGL.GL_ALPHA_BIAS,
DepthScale = OpenGL.GL_DEPTH_SCALE,
DepthBias = OpenGL.GL_DEPTH_BIAS
}
/// <summary>
/// The Polygon mode.
/// </summary>
public enum PolygonMode : uint
{
/// <summary>
/// Render as points.
/// </summary>
Points = OpenGL.GL_POINT,
/// <summary>
/// Render as lines.
/// </summary>
Lines = OpenGL.GL_LINE,
/// <summary>
/// Render as filled.
/// </summary>
Filled = OpenGL.GL_FILL
}
/// <summary>
/// Rendering Mode
/// </summary>
public enum RenderingMode: uint
{
Render = OpenGL.GL_RENDER,
Feedback = OpenGL.GL_FEEDBACK,
Select = OpenGL.GL_SELECT
}
/// <summary>
/// ShadingModel
/// </summary>
public enum ShadeModel : uint
{
Flat = OpenGL.GL_FLAT,
Smooth = OpenGL.GL_SMOOTH
}
/// <summary>
/// The stencil function
/// </summary>
public enum StencilFunction : uint
{
Never = OpenGL.GL_NEVER,
Less = OpenGL.GL_LESS,
Equal = OpenGL.GL_EQUAL,
LessThanOrEqual = OpenGL.GL_LEQUAL,
Great = OpenGL.GL_GREATER,
NotEqual = OpenGL.GL_NOTEQUAL,
GreaterThanOrEqual = OpenGL.GL_GEQUAL,
Always = OpenGL.GL_ALWAYS,
}
/// <summary>
/// The stencil operation.
/// </summary>
public enum StencilOperation : uint
{
Keep = OpenGL.GL_KEEP,
Replace = OpenGL.GL_REPLACE,
Increase = OpenGL.GL_INCR,
Decrease = OpenGL.GL_DECR,
Zero = OpenGL.GL_ZERO,
IncreaseWrap = OpenGL.GL_INCR_WRAP,
DecreaseWrap = OpenGL.GL_DECR_WRAP,
Invert = OpenGL.GL_INVERT
}
/// <summary>
/// GetTextureParameter
/// </summary>
public enum TextureParameter : uint
{
TextureWidth = OpenGL.GL_TEXTURE_WIDTH,
TextureHeight = OpenGL.GL_TEXTURE_HEIGHT,
TextureInternalFormat = OpenGL.GL_TEXTURE_INTERNAL_FORMAT,
TextureBorderColor = OpenGL.GL_TEXTURE_BORDER_COLOR,
TextureBorder = OpenGL.GL_TEXTURE_BORDER
}
/// <summary>
/// Texture target.
/// </summary>
public enum TextureTarget : uint
{
Texture1D = OpenGL.GL_TEXTURE_1D,
Texture2D = OpenGL.GL_TEXTURE_2D,
Texture3D = OpenGL.GL_TEXTURE_3D
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SharpGL
{
/// <summary>
/// A FontOutline entry contains the details of a font face.
/// </summary>
internal class FontOutlineEntry
{
/// <summary>
/// Gets or sets the HDC.
/// </summary>
/// <value>
/// The HDC.
/// </value>
public IntPtr HDC
{
get;
set;
}
/// <summary>
/// Gets or sets the HRC.
/// </summary>
/// <value>
/// The HRC.
/// </value>
public IntPtr HRC
{
get;
set;
}
/// <summary>
/// Gets or sets the name of the face.
/// </summary>
/// <value>
/// The name of the face.
/// </value>
public string FaceName
{
get;
set;
}
/// <summary>
/// Gets or sets the height.
/// </summary>
/// <value>
/// The height.
/// </value>
public int Height
{
get;
set;
}
/// <summary>
/// Gets or sets the list base.
/// </summary>
/// <value>
/// The list base.
/// </value>
public uint ListBase
{
get;
set;
}
/// <summary>
/// Gets or sets the list count.
/// </summary>
/// <value>
/// The list count.
/// </value>
public uint ListCount
{
get;
set;
}
/// <summary>
/// Gets or sets the deviation.
/// </summary>
/// <value>
/// The deviation.
/// </value>
public float Deviation
{
get;
set;
}
/// <summary>
/// Gets or sets the extrusion.
/// </summary>
/// <value>
/// The extrusion.
/// </value>
public float Extrusion
{
get;
set;
}
/// <summary>
/// Gets or sets the font outline format.
/// </summary>
/// <value>
/// The font outline format.
/// </value>
public FontOutlineFormat FontOutlineFormat
{
get;
set;
}
/// <summary>
/// Gets or sets the glyph metrics.
/// </summary>
/// <value>
/// The glyph metrics.
/// </value>
public GLYPHMETRICSFLOAT[] GlyphMetrics
{
get; set;
}
}
/// <summary>
/// The font outline format.
/// </summary>
public enum FontOutlineFormat
{
/// <summary>
/// Render using lines.
/// </summary>
Lines = 0,
/// <summary>
/// Render using polygons.
/// </summary>
Polygons = 1
}
/// <summary>
/// The GLYPHMETRICSFLOAT structure contains information about the placement and orientation of a glyph in a character cell.
/// </summary>
public struct GLYPHMETRICSFLOAT
{
/// <summary>
/// Specifies the width of the smallest rectangle (the glyph's black box) that completely encloses the glyph..
/// </summary>
public float gmfBlackBoxX;
/// <summary>
/// Specifies the height of the smallest rectangle (the glyph's black box) that completely encloses the glyph.
/// </summary>
public float gmfBlackBoxY;
/// <summary>
/// Specifies the x and y coordinates of the upper-left corner of the smallest rectangle that completely encloses the glyph.
/// </summary>
public POINTFLOAT gmfptGlyphOrigin;
/// <summary>
/// Specifies the horizontal distance from the origin of the current character cell to the origin of the next character cell.
/// </summary>
public float gmfCellIncX;
/// <summary>
/// Specifies the vertical distance from the origin of the current character cell to the origin of the next character cell.
/// </summary>
public float gmfCellIncY;
}
/// <summary>
/// Point structure used in Win32 interop.
/// </summary>
public struct POINTFLOAT
{
/// <summary>
/// The x coord value.
/// </summary>
public float x;
/// <summary>
/// The y coord value.
/// </summary>
public float y;
}
/// <summary>
/// This class wraps the functionality of the wglUseFontOutlines function to
/// allow straightforward rendering of text.
/// </summary>
public class FontOutlines
{
private FontOutlineEntry CreateFontOutlineEntry(OpenGL gl, string faceName, int height,
float deviation, float extrusion, FontOutlineFormat fontOutlineFormat)
{
// Make the OpenGL instance current.
gl.MakeCurrent();
// Create the font based on the face name.
var hFont = Win32.CreateFont(height, 0, 0, 0, Win32.FW_DONTCARE, 0, 0, 0, Win32.DEFAULT_CHARSET,
Win32.OUT_OUTLINE_PRECIS, Win32.CLIP_DEFAULT_PRECIS, Win32.CLEARTYPE_QUALITY, Win32.VARIABLE_PITCH, faceName);
// Select the font handle.
var hOldObject = Win32.SelectObject(gl.RenderContextProvider.DeviceContextHandle, hFont);
// Create the list base.
var listBase = gl.GenLists(1);
// Create space for the glyph metrics.
var glyphMetrics = new GLYPHMETRICSFLOAT[255];
// Create the font bitmaps.
bool result = Win32.wglUseFontOutlines(gl.RenderContextProvider.DeviceContextHandle, 0, 255, listBase,
deviation, extrusion, (int)fontOutlineFormat, glyphMetrics);
// Reselect the old font.
Win32.SelectObject(gl.RenderContextProvider.DeviceContextHandle, hOldObject);
// Free the font.
Win32.DeleteObject(hFont);
// Create the font bitmap entry.
var foe = new FontOutlineEntry()
{
HDC = gl.RenderContextProvider.DeviceContextHandle,
HRC = gl.RenderContextProvider.RenderContextHandle,
FaceName = faceName,
Height = height,
ListBase = listBase,
ListCount = 255,
Deviation = deviation,
Extrusion = extrusion,
FontOutlineFormat = fontOutlineFormat,
GlyphMetrics = glyphMetrics
};
// Add the font bitmap entry to the internal list.
fontOutlineEntries.Add(foe);
return foe;
}
/// <summary>
/// Draws the text.
/// </summary>
/// <param name="gl">The gl.</param>
/// <param name="faceName">Name of the face.</param>
/// <param name="fontSize">Size of the font.</param>
/// <param name="deviation">The deviation.</param>
/// <param name="extrusion">The extrusion.</param>
/// <param name="text">The text.</param>
public void DrawText(OpenGL gl, string faceName, float fontSize,
float deviation, float extrusion, string text)
{
// Pass to the glyph metrics version of the function.
GLYPHMETRICSFLOAT[] glyphMetrics;
DrawText(gl, faceName, fontSize, deviation, extrusion, text, out glyphMetrics);
}
/// <summary>
/// Draws the text.
/// </summary>
/// <param name="gl">The gl.</param>
/// <param name="faceName">Name of the face.</param>
/// <param name="fontSize">Size of the font.</param>
/// <param name="deviation">The deviation.</param>
/// <param name="extrusion">The extrusion.</param>
/// <param name="text">The text.</param>
/// <param name="glyphMetrics"> </param>
public void DrawText(OpenGL gl, string faceName, float fontSize, float deviation, float extrusion, string text, out GLYPHMETRICSFLOAT[] glyphMetrics)
{
// Get the font size in pixels.
var fontHeight = (int)(fontSize * (16.0f / 12.0f));
// Do we have a font bitmap entry for this OpenGL instance and face name?
var result = (from fbe in fontOutlineEntries
where fbe.HDC == gl.RenderContextProvider.DeviceContextHandle
&& fbe.HRC == gl.RenderContextProvider.RenderContextHandle
&& String.Compare(fbe.FaceName, faceName, StringComparison.OrdinalIgnoreCase) == 0
&& fbe.Height == fontHeight
&& fbe.Deviation == deviation
&& fbe.Extrusion == extrusion
select fbe).ToList();
// Get the FBE or null.
var fontOutlineEntry = result.FirstOrDefault();
// If we don't have the FBE, we must create it.
if (fontOutlineEntry == null)
fontOutlineEntry = CreateFontOutlineEntry(gl, faceName, fontHeight, deviation, extrusion, FontOutlineFormat.Polygons);
// Set the list base.
gl.ListBase(fontOutlineEntry.ListBase);
// Create an array of lists for the glyphs.
var lists = text.Select(c => (byte) c).ToArray();
// Call the lists for the string.
gl.CallLists(lists.Length, lists);
gl.Flush();
// Return the glyph metrics used.
glyphMetrics = fontOutlineEntry.GlyphMetrics;
}
/// <summary>
/// The cache of font outline entries.
/// </summary>
private readonly List<FontOutlineEntry> fontOutlineEntries = new List<FontOutlineEntry>();
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SharpGL
{
/// <summary>
/// A FontBitmap entry contains the details of a font face.
/// </summary>
internal class FontBitmapEntry
{
public IntPtr HDC
{
get;
set;
}
public IntPtr HRC
{
get;
set;
}
public string FaceName
{
get;
set;
}
public int Height
{
get;
set;
}
public uint ListBase
{
get;
set;
}
public uint ListCount
{
get;
set;
}
}
/// <summary>
/// This class wraps the functionality of the wglUseFontBitmaps function to
/// allow straightforward rendering of text.
/// </summary>
public class FontBitmaps
{
private FontBitmapEntry CreateFontBitmapEntry(OpenGL gl, string faceName, int height)
{
// Make the OpenGL instance current.
gl.MakeCurrent();
// Create the font based on the face name.
var hFont = Win32.CreateFont(height, 0, 0, 0, Win32.FW_DONTCARE, 0, 0, 0, Win32.DEFAULT_CHARSET,
Win32.OUT_OUTLINE_PRECIS, Win32.CLIP_DEFAULT_PRECIS, Win32.CLEARTYPE_QUALITY, Win32.VARIABLE_PITCH, faceName);
// Select the font handle.
var hOldObject = Win32.SelectObject(gl.RenderContextProvider.DeviceContextHandle, hFont);
// Create the list base.
var listBase = gl.GenLists(1);
// Create the font bitmaps.
bool result = Win32.wglUseFontBitmaps(gl.RenderContextProvider.DeviceContextHandle, 0, 255, listBase);
// Reselect the old font.
Win32.SelectObject(gl.RenderContextProvider.DeviceContextHandle, hOldObject);
// Free the font.
Win32.DeleteObject(hFont);
// Create the font bitmap entry.
var fbe = new FontBitmapEntry()
{
HDC = gl.RenderContextProvider.DeviceContextHandle,
HRC = gl.RenderContextProvider.RenderContextHandle,
FaceName = faceName,
Height = height,
ListBase = listBase,
ListCount = 255
};
// Add the font bitmap entry to the internal list.
fontBitmapEntries.Add(fbe);
return fbe;
}
/// <summary>
/// Draws the text.
/// </summary>
/// <param name="gl">The gl.</param>
/// <param name="x">The x.</param>
/// <param name="y">The y.</param>
/// <param name="r">The r.</param>
/// <param name="g">The g.</param>
/// <param name="b">The b.</param>
/// <param name="faceName">Name of the face.</param>
/// <param name="fontSize">Size of the font.</param>
/// <param name="text">The text.</param>
public void DrawText(OpenGL gl, int x, int y, float r, float g, float b, string faceName, float fontSize, string text)
{
// Get the font size in pixels.
var fontHeight = (int)(fontSize * (16.0f / 12.0f));
// Do we have a font bitmap entry for this OpenGL instance and face name?
var result = (from fbe in fontBitmapEntries
where fbe.HDC == gl.RenderContextProvider.DeviceContextHandle
&& fbe.HRC == gl.RenderContextProvider.RenderContextHandle
&& String.Compare(fbe.FaceName, faceName, StringComparison.OrdinalIgnoreCase) == 0
&& fbe.Height == fontHeight
select fbe).ToList();
// Get the FBE or null.
var fontBitmapEntry = result.FirstOrDefault();
// If we don't have the FBE, we must create it.
if (fontBitmapEntry == null)
fontBitmapEntry = CreateFontBitmapEntry(gl, faceName, fontHeight);
double width = gl.RenderContextProvider.Width;
double height = gl.RenderContextProvider.Height;
// Create the appropriate projection matrix.
gl.MatrixMode(OpenGL.GL_PROJECTION);
gl.PushMatrix();
gl.LoadIdentity();
int[] viewport = new int[4];
gl.GetInteger(OpenGL.GL_VIEWPORT, viewport);
gl.Ortho(0, width, 0, height, -1, 1);
// Create the appropriate modelview matrix.
gl.MatrixMode(OpenGL.GL_MODELVIEW);
gl.PushMatrix();
gl.LoadIdentity();
gl.Color(r, g, b);
gl.RasterPos(x, y);
gl.PushAttrib(OpenGL.GL_LIST_BIT | OpenGL.GL_CURRENT_BIT |
OpenGL.GL_ENABLE_BIT | OpenGL.GL_TRANSFORM_BIT);
gl.Color(r, g, b);
gl.Disable(OpenGL.GL_LIGHTING);
gl.Disable(OpenGL.GL_TEXTURE_2D);
gl.Disable(OpenGL.GL_DEPTH_TEST);
gl.RasterPos(x, y);
// Set the list base.
gl.ListBase(fontBitmapEntry.ListBase);
// Create an array of lists for the glyphs.
var lists = text.Select(c => (byte) c).ToArray();
// Call the lists for the string.
gl.CallLists(lists.Length, lists);
gl.Flush();
// Reset the list bit.
gl.PopAttrib();
// Pop the modelview.
gl.PopMatrix();
// back to the projection and pop it, then back to the model view.
gl.MatrixMode(OpenGL.GL_PROJECTION);
gl.PopMatrix();
gl.MatrixMode(OpenGL.GL_MODELVIEW);
}
/// <summary>
/// Cache of font bitmap enties.
/// </summary>
private readonly List<FontBitmapEntry> fontBitmapEntries = new List<FontBitmapEntry>();
}
}

6937
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SharpGL.Version;
namespace SharpGL.RenderContextProviders
{
public class DIBSectionRenderContextProvider : RenderContextProvider
{
/// <summary>
/// Initializes a new instance of the <see cref="DIBSectionRenderContextProvider"/> class.
/// </summary>
public DIBSectionRenderContextProvider()
{
// We can layer GDI drawing on top of open gl drawing.
GDIDrawingEnabled = true;
}
/// <summary>
/// Creates the render context provider. Must also create the OpenGL extensions.
/// </summary>
/// <param name="openGLVersion">The desired OpenGL version.</param>
/// <param name="gl">The OpenGL context.</param>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
/// <param name="bitDepth">The bit depth.</param>
/// <param name="parameter">The extra parameter.</param>
/// <returns></returns>
public override bool Create(OpenGLVersion openGLVersion, OpenGL gl, int width, int height, int bitDepth, object parameter)
{
// Call the base.
base.Create(openGLVersion, gl, width, height, bitDepth, parameter);
// Get the desktop DC.
IntPtr desktopDC = Win32.GetDC(IntPtr.Zero);
// Create our DC as a compatible DC for the desktop.
deviceContextHandle = Win32.CreateCompatibleDC(desktopDC);
// Release the desktop DC.
Win32.ReleaseDC(IntPtr.Zero, desktopDC);
// Create our dib section.
dibSection.Create(deviceContextHandle, width, height, bitDepth);
// Create the render context.
Win32.wglMakeCurrent(IntPtr.Zero, IntPtr.Zero);
renderContextHandle = Win32.wglCreateContext(deviceContextHandle);
// Make current.
MakeCurrent();
// Update the context if required.
UpdateContextVersion(gl);
// Return success.
return true;
}
/// <summary>
/// Destroys the render context provider instance.
/// </summary>
public override void Destroy()
{
// Destroy the bitmap.
dibSection.Destroy();
// Release the device context.
Win32.ReleaseDC(IntPtr.Zero, deviceContextHandle);
// Call the base, which will delete the render context handle.
base.Destroy();
}
public override void SetDimensions(int width, int height)
{
// Call the base.
base.SetDimensions(width, height);
// Resize.
dibSection.Resize(width, height, BitDepth);
}
public override void Blit(IntPtr hdc)
{
// We must have a device context.
// [RS] Why can the deviceContextHandle be zero?
if (deviceContextHandle == IntPtr.Zero)
return;
// Swap the buffers.
Win32.SwapBuffers(deviceContextHandle);
// Blit to the device context.
Win32.BitBlt(hdc, 0, 0, Width, Height, deviceContextHandle, 0, 0, Win32.SRCCOPY);
}
public override void MakeCurrent()
{
// If we have a render context and DC make current.
if (renderContextHandle != IntPtr.Zero && deviceContextHandle != IntPtr.Zero)
Win32.wglMakeCurrent(deviceContextHandle, renderContextHandle);
}
/// <summary>
/// The DIB Section object.
/// </summary>
protected DIBSection dibSection = new DIBSection();
/// <summary>
/// Gets the DIB section.
/// </summary>
/// <value>The DIB section.</value>
public DIBSection DIBSection
{
get { return dibSection; }
}
}
}

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namespace SharpGL.RenderContextProviders
{
using System;
/// <summary>
/// Render context provider for working with an external render context
/// </summary>
public class ExternalRenderContextProvider : RenderContextProvider
{
/// <summary>
/// The window handle.
/// </summary>
protected IntPtr windowHandle = IntPtr.Zero;
/// <summary>
/// Initializes a new instance of the <see cref="ExternalRenderContextProvider"/> class.
/// </summary>
/// <param name="windowHandle">The existing window handle.</param>
/// <param name="renderContextHandle">The handle to the existing render context.</param>
/// <param name="deviceContextHandle">The handle to the existing device context.</param>
public ExternalRenderContextProvider(IntPtr windowHandle, IntPtr renderContextHandle, IntPtr deviceContextHandle)
{
this.windowHandle = windowHandle;
this.deviceContextHandle = deviceContextHandle;
this.renderContextHandle = renderContextHandle;
}
/// <summary>
/// Destroys the render context provider instance.
/// </summary>
public override void Destroy()
{
// Don't destroy the external context!
// base.Destroy();
}
/// <summary>
/// Blit the rendered data to the supplied device context.
/// </summary>
/// <param name="hdc">The HDC.</param>
public override void Blit(IntPtr hdc)
{
// TODO: Should this do something in the case of an external context?
if (this.deviceContextHandle != IntPtr.Zero || this.windowHandle != IntPtr.Zero)
{
//Swap the buffers.
// Win32.SwapBuffers(deviceContextHandle);
}
}
/// <summary>
/// Makes the render context current.
/// </summary>
public override void MakeCurrent()
{
// TODO: Should this have an effect with an external context?
// if (renderContextHandle != IntPtr.Zero)
// Win32.wglMakeCurrent(deviceContextHandle, renderContextHandle);
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SharpGL.Version;
namespace SharpGL.RenderContextProviders
{
public class FBORenderContextProvider : HiddenWindowRenderContextProvider
{
/// <summary>
/// Initializes a new instance of the <see cref="FBORenderContextProvider"/> class.
/// </summary>
public FBORenderContextProvider()
{
// We can layer GDI drawing on top of open gl drawing.
GDIDrawingEnabled = true;
}
/// <summary>
/// Creates the render context provider. Must also create the OpenGL extensions.
/// </summary>
/// <param name="openGLVersion">The desired OpenGL version.</param>
/// <param name="gl">The OpenGL context.</param>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
/// <param name="bitDepth">The bit depth.</param>
/// <param name="parameter">The parameter</param>
/// <returns></returns>
public override bool Create(OpenGLVersion openGLVersion, OpenGL gl, int width, int height, int bitDepth, object parameter)
{
this.gl = gl;
// Call the base class.
base.Create(openGLVersion, gl, width, height, bitDepth, parameter);
uint[] ids = new uint[1];
// First, create the frame buffer and bind it.
ids = new uint[1];
gl.GenFramebuffersEXT(1, ids);
frameBufferID = ids[0];
gl.BindFramebufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, frameBufferID);
// Create the colour render buffer and bind it, then allocate storage for it.
gl.GenRenderbuffersEXT(1, ids);
colourRenderBufferID = ids[0];
gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, colourRenderBufferID);
gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_RGBA, width, height);
// Create the depth render buffer and bind it, then allocate storage for it.
gl.GenRenderbuffersEXT(1, ids);
depthRenderBufferID = ids[0];
gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, depthRenderBufferID);
gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_DEPTH_COMPONENT24, width, height);
// Set the render buffer for colour and depth.
gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_COLOR_ATTACHMENT0_EXT,
OpenGL.GL_RENDERBUFFER_EXT, colourRenderBufferID);
gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_DEPTH_ATTACHMENT_EXT,
OpenGL.GL_RENDERBUFFER_EXT, depthRenderBufferID);
dibSectionDeviceContext = Win32.CreateCompatibleDC(deviceContextHandle);
// Create the DIB section.
dibSection.Create(dibSectionDeviceContext, width, height, bitDepth);
return true;
}
private void DestroyFramebuffers()
{
// Delete the render buffers.
gl.DeleteRenderbuffersEXT(2, new uint[] { colourRenderBufferID, depthRenderBufferID });
// Delete the framebuffer.
gl.DeleteFramebuffersEXT(1, new uint[] { frameBufferID });
// Reset the IDs.
colourRenderBufferID = 0;
depthRenderBufferID = 0;
frameBufferID = 0;
}
public override void Destroy()
{
// Delete the render buffers.
DestroyFramebuffers();
// Destroy the internal dc.
Win32.DeleteDC(dibSectionDeviceContext);
// Call the base, which will delete the render context handle and window.
base.Destroy();
}
public override void SetDimensions(int width, int height)
{
// Call the base.
base.SetDimensions(width, height);
// Resize dib section.
dibSection.Resize(width, height, BitDepth);
DestroyFramebuffers();
// TODO: We should be able to just use the code below - however we
// get invalid dimension issues at the moment, so recreate for now.
/*
// Resize the render buffer storage.
gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, colourRenderBufferID);
gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_RGBA, width, height);
gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, depthRenderBufferID);
gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_DEPTH_ATTACHMENT_EXT, width, height);
var complete = gl.CheckFramebufferStatusEXT(OpenGL.GL_FRAMEBUFFER_EXT);
*/
uint[] ids = new uint[1];
// First, create the frame buffer and bind it.
ids = new uint[1];
gl.GenFramebuffersEXT(1, ids);
frameBufferID = ids[0];
gl.BindFramebufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, frameBufferID);
// Create the colour render buffer and bind it, then allocate storage for it.
gl.GenRenderbuffersEXT(1, ids);
colourRenderBufferID = ids[0];
gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, colourRenderBufferID);
gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_RGBA, width, height);
// Create the depth render buffer and bind it, then allocate storage for it.
gl.GenRenderbuffersEXT(1, ids);
depthRenderBufferID = ids[0];
gl.BindRenderbufferEXT(OpenGL.GL_RENDERBUFFER_EXT, depthRenderBufferID);
gl.RenderbufferStorageEXT(OpenGL.GL_RENDERBUFFER_EXT, OpenGL.GL_DEPTH_COMPONENT24, width, height);
// Set the render buffer for colour and depth.
gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_COLOR_ATTACHMENT0_EXT,
OpenGL.GL_RENDERBUFFER_EXT, colourRenderBufferID);
gl.FramebufferRenderbufferEXT(OpenGL.GL_FRAMEBUFFER_EXT, OpenGL.GL_DEPTH_ATTACHMENT_EXT,
OpenGL.GL_RENDERBUFFER_EXT, depthRenderBufferID);
}
public override void Blit(IntPtr hdc)
{
if (deviceContextHandle != IntPtr.Zero)
{
// Set the read buffer.
gl.ReadBuffer(OpenGL.GL_COLOR_ATTACHMENT0_EXT);
// Read the pixels into the DIB section.
gl.ReadPixels(0, 0, Width, Height, OpenGL.GL_BGRA,
OpenGL.GL_UNSIGNED_BYTE, dibSection.Bits);
// Blit the DC (containing the DIB section) to the target DC.
Win32.BitBlt(hdc, 0, 0, Width, Height,
dibSectionDeviceContext, 0, 0, Win32.SRCCOPY);
}
}
protected uint colourRenderBufferID = 0;
protected uint depthRenderBufferID = 0;
protected uint frameBufferID = 0;
protected IntPtr dibSectionDeviceContext = IntPtr.Zero;
protected DIBSection dibSection = new DIBSection();
protected OpenGL gl;
/// <summary>
/// Gets the internal DIB section.
/// </summary>
/// <value>The internal DIB section.</value>
public DIBSection InternalDIBSection
{
get { return dibSection; }
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SharpGL.Version;
namespace SharpGL.RenderContextProviders
{
public class HiddenWindowRenderContextProvider : RenderContextProvider
{
/// <summary>
/// Initializes a new instance of the <see cref="HiddenWindowRenderContextProvider"/> class.
/// </summary>
public HiddenWindowRenderContextProvider()
{
// We can layer GDI drawing on top of open gl drawing.
GDIDrawingEnabled = true;
}
/// <summary>
/// Creates the render context provider. Must also create the OpenGL extensions.
/// </summary>
/// <param name="openGLVersion">The desired OpenGL version.</param>
/// <param name="gl">The OpenGL context.</param>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
/// <param name="bitDepth">The bit depth.</param>
/// <param name="parameter">The parameter</param>
/// <returns></returns>
public override bool Create(OpenGLVersion openGLVersion, OpenGL gl, int width, int height, int bitDepth, object parameter)
{
// Call the base.
base.Create(openGLVersion, gl, width, height, bitDepth, parameter);
// Create a new window class, as basic as possible.
Win32.WNDCLASSEX wndClass = new Win32.WNDCLASSEX();
wndClass.Init();
wndClass.style = Win32.ClassStyles.HorizontalRedraw | Win32.ClassStyles.VerticalRedraw | Win32.ClassStyles.OwnDC;
wndClass.lpfnWndProc = wndProcDelegate;
wndClass.cbClsExtra = 0;
wndClass.cbWndExtra = 0;
wndClass.hInstance = IntPtr.Zero;
wndClass.hIcon = IntPtr.Zero;
wndClass.hCursor = IntPtr.Zero;
wndClass.hbrBackground = IntPtr.Zero;
wndClass.lpszMenuName = null;
wndClass.lpszClassName = "SharpGLRenderWindow";
wndClass.hIconSm = IntPtr.Zero;
Win32.RegisterClassEx(ref wndClass);
// Create the window. Position and size it.
windowHandle = Win32.CreateWindowEx(0,
"SharpGLRenderWindow",
"",
Win32.WindowStyles.WS_CLIPCHILDREN | Win32.WindowStyles.WS_CLIPSIBLINGS | Win32.WindowStyles.WS_POPUP,
0, 0, width, height,
IntPtr.Zero, IntPtr.Zero, IntPtr.Zero, IntPtr.Zero);
// Get the window device context.
deviceContextHandle = Win32.GetDC(windowHandle);
// Setup a pixel format.
Win32.PIXELFORMATDESCRIPTOR pfd = new Win32.PIXELFORMATDESCRIPTOR();
pfd.Init();
pfd.nVersion = 1;
pfd.dwFlags = Win32.PFD_DRAW_TO_WINDOW | Win32.PFD_SUPPORT_OPENGL | Win32.PFD_DOUBLEBUFFER;
pfd.iPixelType = Win32.PFD_TYPE_RGBA;
pfd.cColorBits = (byte)bitDepth;
pfd.cDepthBits = 16;
pfd.cStencilBits = 8;
pfd.iLayerType = Win32.PFD_MAIN_PLANE;
// Match an appropriate pixel format
int iPixelformat;
if((iPixelformat = Win32.ChoosePixelFormat(deviceContextHandle, pfd)) == 0 )
return false;
// Sets the pixel format
if (Win32.SetPixelFormat(deviceContextHandle, iPixelformat, pfd) == 0)
{
return false;
}
// Create the render context.
renderContextHandle = Win32.wglCreateContext(deviceContextHandle);
// Make the context current.
MakeCurrent();
// Update the context if required.
UpdateContextVersion(gl);
// Return success.
return true;
}
private static Win32.WndProc wndProcDelegate = new Win32.WndProc(WndProc);
static private IntPtr WndProc(IntPtr hWnd, uint msg, IntPtr wParam, IntPtr lParam)
{
return Win32.DefWindowProc(hWnd, msg, wParam, lParam);
}
/// <summary>
/// Destroys the render context provider instance.
/// </summary>
public override void Destroy()
{
// Release the device context.
Win32.ReleaseDC(windowHandle, deviceContextHandle);
// Destroy the window.
Win32.DestroyWindow(windowHandle);
// Call the base, which will delete the render context handle.
base.Destroy();
}
/// <summary>
/// Sets the dimensions of the render context provider.
/// </summary>
/// <param name="width">Width.</param>
/// <param name="height">Height.</param>
public override void SetDimensions(int width, int height)
{
// Call the base.
base.SetDimensions(width, height);
// Set the window size.
Win32.SetWindowPos(windowHandle, IntPtr.Zero, 0, 0, Width, Height,
Win32.SetWindowPosFlags.SWP_NOACTIVATE |
Win32.SetWindowPosFlags.SWP_NOCOPYBITS |
Win32.SetWindowPosFlags.SWP_NOMOVE |
Win32.SetWindowPosFlags.SWP_NOOWNERZORDER);
}
/// <summary>
/// Blit the rendered data to the supplied device context.
/// </summary>
/// <param name="hdc">The HDC.</param>
public override void Blit(IntPtr hdc)
{
if(deviceContextHandle != IntPtr.Zero || windowHandle != IntPtr.Zero)
{
// Swap the buffers.
Win32.SwapBuffers(deviceContextHandle);
// Get the HDC for the graphics object.
Win32.BitBlt(hdc, 0, 0, Width, Height, deviceContextHandle, 0, 0, Win32.SRCCOPY);
}
}
/// <summary>
/// Makes the render context current.
/// </summary>
public override void MakeCurrent()
{
if(renderContextHandle != IntPtr.Zero)
Win32.wglMakeCurrent(deviceContextHandle, renderContextHandle);
}
/// <summary>
/// The window handle.
/// </summary>
protected IntPtr windowHandle = IntPtr.Zero;
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SharpGL.Version;
namespace SharpGL.RenderContextProviders
{
/// <summary>
/// Defines the contract for a type that can provide an OpenGL render context.
/// </summary>
public interface IRenderContextProvider : IDisposable
{
/// <summary>
/// Creates the render context provider. Must also create the OpenGL extensions.
/// </summary>
/// <param name="openGLVersion">The desired OpenGL version.</param>
/// <param name="gl">The OpenGL context.</param>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
/// <param name="bitDepth">The bit depth.</param>
/// <param name="parameter">The extra parameter.</param>
/// <returns></returns>
bool Create(OpenGLVersion openGLVersion, OpenGL gl, int width, int height, int bitDepth, object parameter);
/// <summary>
/// Destroys the render context provider instance.
/// </summary>
void Destroy();
/// <summary>
/// Sets the dimensions of the render context provider.
/// </summary>
/// <param name="width">Width.</param>
/// <param name="height">Height.</param>
void SetDimensions(int width, int height);
/// <summary>
/// Makes the render context current.
/// </summary>
void MakeCurrent();
/// <summary>
/// Blit the rendered data to the supplied device context.
/// </summary>
/// <param name="hdc">The HDC.</param>
void Blit(IntPtr hdc);
/// <summary>
/// Gets the render context handle.
/// </summary>
IntPtr RenderContextHandle
{
get;
}
/// <summary>
/// Gets the device context handle.
/// </summary>
IntPtr DeviceContextHandle
{
get;
}
/// <summary>
/// Gets or sets the width.
/// </summary>
/// <value>The width.</value>
int Width
{
get;
}
/// <summary>
/// Gets or sets the height.
/// </summary>
/// <value>The height.</value>
int Height
{
get;
}
/// <summary>
/// Gets or sets the bit depth.
/// </summary>
/// <value>The bit depth.</value>
int BitDepth
{
get;
}
/// <summary>
/// Gets a value indicating whether GDI drawing is enabled for this type of render context.
/// </summary>
/// <value><c>true</c> if GDI drawing is enabled; otherwise, <c>false</c>.</value>
bool GDIDrawingEnabled
{
get;
}
};
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SharpGL.Version;
namespace SharpGL.RenderContextProviders
{
public class NativeWindowRenderContextProvider : RenderContextProvider
{
/// <summary>
/// Initializes a new instance of the <see cref="NativeWindowRenderContextProvider"/> class.
/// </summary>
public NativeWindowRenderContextProvider()
{
// We cannot layer GDI drawing on top of open gl drawing.
GDIDrawingEnabled = false;
}
/// <summary>
/// Creates the render context provider. Must also create the OpenGL extensions.
/// </summary>
/// <param name="openGLVersion">The desired OpenGL version.</param>
/// <param name="gl">The OpenGL context.</param>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
/// <param name="bitDepth">The bit depth.</param>
/// <param name="parameter">The parameter.</param>
/// <returns></returns>
/// <exception cref="System.Exception">A valid Window Handle must be provided for the NativeWindowRenderContextProvider</exception>
public override bool Create(OpenGLVersion openGLVersion, OpenGL gl, int width, int height, int bitDepth, object parameter)
{
// Call the base.
base.Create(openGLVersion, gl, width, height, bitDepth, parameter);
// Cast the parameter to the device context.
try
{
windowHandle = (IntPtr)parameter;
}
catch
{
throw new Exception("A valid Window Handle must be provided for the NativeWindowRenderContextProvider");
}
// Get the window device context.
deviceContextHandle = Win32.GetDC(windowHandle);
// Setup a pixel format.
Win32.PIXELFORMATDESCRIPTOR pfd = new Win32.PIXELFORMATDESCRIPTOR();
pfd.Init();
pfd.nVersion = 1;
pfd.dwFlags = Win32.PFD_DRAW_TO_WINDOW | Win32.PFD_SUPPORT_OPENGL | Win32.PFD_DOUBLEBUFFER;
pfd.iPixelType = Win32.PFD_TYPE_RGBA;
pfd.cColorBits = (byte)bitDepth;
pfd.cDepthBits = 16;
pfd.cStencilBits = 8;
pfd.iLayerType = Win32.PFD_MAIN_PLANE;
// Match an appropriate pixel format
int iPixelformat;
if((iPixelformat = Win32.ChoosePixelFormat(deviceContextHandle, pfd)) == 0 )
return false;
// Sets the pixel format
if (Win32.SetPixelFormat(deviceContextHandle, iPixelformat, pfd) == 0)
{
return false;
}
// Create the render context.
renderContextHandle = Win32.wglCreateContext(deviceContextHandle);
// Make the context current.
MakeCurrent();
// Update the render context if required.
UpdateContextVersion(gl);
// Return success.
return true;
}
/// <summary>
/// Destroys the render context provider instance.
/// </summary>
public override void Destroy()
{
// Release the device context.
Win32.ReleaseDC(windowHandle, deviceContextHandle);
// Call the base, which will delete the render context handle.
base.Destroy();
}
/// <summary>
/// Sets the dimensions of the render context provider.
/// </summary>
/// <param name="width">Width.</param>
/// <param name="height">Height.</param>
public override void SetDimensions(int width, int height)
{
// Call the base.
base.SetDimensions(width, height);
}
/// <summary>
/// Blit the rendered data to the supplied device context.
/// </summary>
/// <param name="hdc">The HDC.</param>
public override void Blit(IntPtr hdc)
{
if(deviceContextHandle != IntPtr.Zero || windowHandle != IntPtr.Zero)
{
// Swap the buffers.
Win32.SwapBuffers(deviceContextHandle);
}
}
/// <summary>
/// Makes the render context current.
/// </summary>
public override void MakeCurrent()
{
if(renderContextHandle != IntPtr.Zero)
Win32.wglMakeCurrent(deviceContextHandle, renderContextHandle);
}
/// <summary>
/// The window handle.
/// </summary>
protected IntPtr windowHandle = IntPtr.Zero;
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using SharpGL.Version;
namespace SharpGL.RenderContextProviders
{
public abstract class RenderContextProvider : IRenderContextProvider
{
/// <summary>
/// Creates the render context provider. Must also create the OpenGL extensions.
/// </summary>
/// <param name="openGLVersion">The desired OpenGL version.</param>
/// <param name="gl">The OpenGL context.</param>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
/// <param name="bitDepth">The bit depth.</param>
/// <param name="parameter">The extra parameter.</param>
/// <returns></returns>
public virtual bool Create(OpenGLVersion openGLVersion, OpenGL gl, int width, int height, int bitDepth, object parameter)
{
// Set the width, height and bit depth.
Width = width;
Height = height;
BitDepth = bitDepth;
// For now, assume we're going to be able to create the requested OpenGL version.
requestedOpenGLVersion = openGLVersion;
createdOpenGLVersion = openGLVersion;
return true;
}
/// <summary>
/// Destroys the render context provider instance.
/// </summary>
public virtual void Destroy()
{
// If we have a render context, destroy it.
if(renderContextHandle != IntPtr.Zero)
{
Win32.wglDeleteContext(renderContextHandle);
renderContextHandle = IntPtr.Zero;
}
}
/// <summary>
/// Sets the dimensions of the render context provider.
/// </summary>
/// <param name="width">Width.</param>
/// <param name="height">Height.</param>
public virtual void SetDimensions(int width, int height)
{
Width = width;
Height = height;
}
/// <summary>
/// Makes the render context current.
/// </summary>
public abstract void MakeCurrent();
/// <summary>
/// Blit the rendered data to the supplied device context.
/// </summary>
/// <param name="hdc">The HDC.</param>
public abstract void Blit(IntPtr hdc);
/// <summary>
/// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
/// </summary>
void IDisposable.Dispose()
{
// Destroy the context provider.
Destroy();
}
/// <summary>
/// Only valid to be called after the render context is created, this function attempts to
/// move the render context to the OpenGL version originally requested. If this is &gt; 2.1, this
/// means building a new context. If this fails, we'll have to make do with 2.1.
/// </summary>
/// <param name="gl">The OpenGL instance.</param>
protected void UpdateContextVersion(OpenGL gl)
{
// If the request version number is anything up to and including 2.1, standard render contexts
// will provide what we need (as long as the graphics card drivers are up to date).
var requestedVersionNumber = VersionAttribute.GetVersionAttribute(requestedOpenGLVersion);
if (requestedVersionNumber.IsAtLeastVersion(4, 4) == false)
{
createdOpenGLVersion = requestedOpenGLVersion;
return;
}
// Now the none-trivial case. We must use the WGL_ARB_create_context extension to
// attempt to create a 3.0+ context.
try
{
int[] attributes =
{
OpenGL.WGL_CONTEXT_MAJOR_VERSION_ARB, requestedVersionNumber.Major,
OpenGL.WGL_CONTEXT_MINOR_VERSION_ARB, requestedVersionNumber.Minor,
OpenGL.WGL_CONTEXT_FLAGS_ARB, OpenGL.WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
0
};
var hrc = gl.CreateContextAttribsARB(IntPtr.Zero, attributes);
Win32.wglMakeCurrent(IntPtr.Zero, IntPtr.Zero);
Win32.wglDeleteContext(renderContextHandle);
Win32.wglMakeCurrent(deviceContextHandle, hrc);
renderContextHandle = hrc;
}
catch(Exception)
{
// TODO: can we actually get the real version?
createdOpenGLVersion = OpenGLVersion.OpenGL2_1;
}
}
/// <summary>
/// Gets the render context handle.
/// </summary>
public IntPtr RenderContextHandle
{
get { return renderContextHandle; }
protected set { renderContextHandle = value; }
}
/// <summary>
/// Gets the device context handle.
/// </summary>
public IntPtr DeviceContextHandle
{
get { return deviceContextHandle; }
protected set { deviceContextHandle = value; }
}
/// <summary>
/// Gets or sets the width.
/// </summary>
/// <value>The width.</value>
public int Width
{
get { return width; }
protected set { width = value; }
}
/// <summary>
/// Gets or sets the height.
/// </summary>
/// <value>The height.</value>
public int Height
{
get { return height; }
protected set { height = value; }
}
/// <summary>
/// Gets or sets the bit depth.
/// </summary>
/// <value>The bit depth.</value>
public int BitDepth
{
get { return bitDepth; }
protected set { bitDepth = value; }
}
/// <summary>
/// Gets a value indicating whether GDI drawing is enabled for this type of render context.
/// </summary>
/// <value><c>true</c> if GDI drawing is enabled; otherwise, <c>false</c>.</value>
public bool GDIDrawingEnabled
{
get { return gdiDrawingEnabled; }
protected set { gdiDrawingEnabled = value; }
}
/// <summary>
/// Gets the OpenGL version that was requested when creating the render context.
/// </summary>
public OpenGLVersion RequestedOpenGLVersion
{
get { return requestedOpenGLVersion; }
}
/// <summary>
/// Gets the OpenGL version that is supported by the render context, compare to <see cref="RequestedOpenGLVersion"/>.
/// </summary>
public OpenGLVersion CreatedOpenGLVersion
{
get { return createdOpenGLVersion; }
}
/// <summary>
/// The render context handle.
/// </summary>
protected IntPtr renderContextHandle = IntPtr.Zero;
/// <summary>
/// The device context handle.
/// </summary>
protected IntPtr deviceContextHandle = IntPtr.Zero;
/// <summary>
/// The width.
/// </summary>
protected int width = 0;
/// <summary>
/// The height.
/// </summary>
protected int height = 0;
/// <summary>
/// The bit depth.
/// </summary>
protected int bitDepth = 0;
/// <summary>
/// Is gdi drawing enabled?
/// </summary>
protected bool gdiDrawingEnabled = true;
/// <summary>
/// The version of OpenGL that was requested when creating the render context.
/// </summary>
protected OpenGLVersion requestedOpenGLVersion;
/// <summary>
/// The actual version of OpenGL that is supported by the render context.
/// </summary>
protected OpenGLVersion createdOpenGLVersion;
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SharpGL
{
/// <summary>
/// The render context type.
/// </summary>
public enum RenderContextType
{
/// <summary>
/// A DIB section - offscreen but NEVER hardware accelerated.
/// </summary>
DIBSection,
/// <summary>
/// A Native Window - directly render to a window, the window handle
/// must be passed as the parameter to Create. Hardware acceleration
/// is supported but one can never do GDI drawing on top of the
/// OpenGL drawing.
/// </summary>
NativeWindow,
/// <summary>
/// A Hidden Window - more initial overhead but acceleratable.
/// </summary>
HiddenWindow,
/// <summary>
/// A Framebuffer Object - accelerated but may not be supported on some cards.
/// </summary>
FBO
};
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SharpGL.Shaders
{
/// <summary>
/// This is the base class for all shaders (vertex and fragment). It offers functionality
/// which is core to all shaders, such as file loading and binding.
/// </summary>
public class Shader
{
public void Create(OpenGL gl, uint shaderType, string source)
{
// Create the OpenGL shader object.
shaderObject = gl.CreateShader(shaderType);
// Set the shader source.
gl.ShaderSource(shaderObject, source);
// Compile the shader object.
gl.CompileShader(shaderObject);
// Now that we've compiled the shader, check it's compilation status. If it's not compiled properly, we're
// going to throw an exception.
if (GetCompileStatus(gl) == false)
{
throw new ShaderCompilationException(string.Format("Failed to compile shader with ID {0}.", shaderObject), GetInfoLog(gl));
}
}
public void Delete(OpenGL gl)
{
gl.DeleteShader(shaderObject);
shaderObject = 0;
}
public bool GetCompileStatus(OpenGL gl)
{
int[] parameters = new int[] { 0 };
gl.GetShader(shaderObject, OpenGL.GL_COMPILE_STATUS, parameters);
return parameters[0] == OpenGL.GL_TRUE;
}
public string GetInfoLog(OpenGL gl)
{
// Get the info log length.
int[] infoLength = new int[] { 0 };
gl.GetShader(ShaderObject,
OpenGL.GL_INFO_LOG_LENGTH, infoLength);
int bufSize = infoLength[0];
// Get the compile info.
StringBuilder il = new StringBuilder(bufSize);
gl.GetShaderInfoLog(shaderObject, bufSize, IntPtr.Zero, il);
return il.ToString();
}
/// <summary>
/// The OpenGL shader object.
/// </summary>
private uint shaderObject;
/// <summary>
/// Gets the shader object.
/// </summary>
public uint ShaderObject
{
get { return shaderObject; }
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SharpGL.Shaders
{
[Serializable]
public class ShaderCompilationException : Exception
{
private readonly string compilerOutput;
public ShaderCompilationException(string compilerOutput)
{
this.compilerOutput = compilerOutput;
}
public ShaderCompilationException(string message, string compilerOutput)
: base(message)
{
this.compilerOutput = compilerOutput;
}
public ShaderCompilationException(string message, Exception inner, string compilerOutput)
: base(message, inner)
{
this.compilerOutput = compilerOutput;
}
protected ShaderCompilationException(
System.Runtime.Serialization.SerializationInfo info,
System.Runtime.Serialization.StreamingContext context)
: base(info, context) { }
public string CompilerOutput { get { return compilerOutput; } }
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SharpGL.Shaders
{
public class ShaderProgram
{
private readonly Shader vertexShader = new Shader();
private readonly Shader fragmentShader = new Shader();
/// <summary>
/// Creates the shader program.
/// </summary>
/// <param name="gl">The gl.</param>
/// <param name="vertexShaderSource">The vertex shader source.</param>
/// <param name="fragmentShaderSource">The fragment shader source.</param>
/// <param name="attributeLocations">The attribute locations. This is an optional array of
/// uint attribute locations to their names.</param>
/// <exception cref="ShaderCompilationException"></exception>
public void Create(OpenGL gl, string vertexShaderSource, string fragmentShaderSource,
Dictionary<uint, string> attributeLocations)
{
// Create the shaders.
vertexShader.Create(gl, OpenGL.GL_VERTEX_SHADER, vertexShaderSource);
fragmentShader.Create(gl, OpenGL.GL_FRAGMENT_SHADER, fragmentShaderSource);
// Create the program, attach the shaders.
shaderProgramObject = gl.CreateProgram();
gl.AttachShader(shaderProgramObject, vertexShader.ShaderObject);
gl.AttachShader(shaderProgramObject, fragmentShader.ShaderObject);
// Before we link, bind any vertex attribute locations.
if (attributeLocations != null)
{
foreach (var vertexAttributeLocation in attributeLocations)
gl.BindAttribLocation(shaderProgramObject, vertexAttributeLocation.Key, vertexAttributeLocation.Value);
}
// Now we can link the program.
gl.LinkProgram(shaderProgramObject);
// Now that we've compiled and linked the shader, check it's link status. If it's not linked properly, we're
// going to throw an exception.
if (GetLinkStatus(gl) == false)
{
throw new ShaderCompilationException(string.Format("Failed to link shader program with ID {0}.", shaderProgramObject), GetInfoLog(gl));
}
}
public void Delete(OpenGL gl)
{
gl.DetachShader(shaderProgramObject, vertexShader.ShaderObject);
gl.DetachShader(shaderProgramObject, fragmentShader.ShaderObject);
vertexShader.Delete(gl);
fragmentShader.Delete(gl);
gl.DeleteProgram(shaderProgramObject);
shaderProgramObject = 0;
}
public int GetAttributeLocation(OpenGL gl, string attributeName)
{
return gl.GetAttribLocation(shaderProgramObject, attributeName);
}
public void BindAttributeLocation(OpenGL gl, uint location, string attribute)
{
gl.BindAttribLocation(shaderProgramObject, location, attribute);
}
public void Bind(OpenGL gl)
{
gl.UseProgram(shaderProgramObject);
}
public void Unbind(OpenGL gl)
{
gl.UseProgram(0);
}
public bool GetLinkStatus(OpenGL gl)
{
int[] parameters = new int[] { 0 };
gl.GetProgram(shaderProgramObject, OpenGL.GL_LINK_STATUS, parameters);
return parameters[0] == OpenGL.GL_TRUE;
}
public string GetInfoLog(OpenGL gl)
{
// Get the info log length.
int[] infoLength = new int[] { 0 };
gl.GetProgram(shaderProgramObject, OpenGL.GL_INFO_LOG_LENGTH, infoLength);
int bufSize = infoLength[0];
// Get the compile info.
StringBuilder il = new StringBuilder(bufSize);
gl.GetProgramInfoLog(shaderProgramObject, bufSize, IntPtr.Zero, il);
return il.ToString();
}
public void AssertValid(OpenGL gl)
{
if (vertexShader.GetCompileStatus(gl) == false)
throw new Exception(vertexShader.GetInfoLog(gl));
if (fragmentShader.GetCompileStatus(gl) == false)
throw new Exception(fragmentShader.GetInfoLog(gl));
if (GetLinkStatus(gl) == false)
throw new Exception(GetInfoLog(gl));
}
public void SetUniform1(OpenGL gl, string uniformName, float v1)
{
gl.Uniform1(GetUniformLocation(gl, uniformName), v1);
}
public void SetUniform3(OpenGL gl, string uniformName, float v1, float v2, float v3)
{
gl.Uniform3(GetUniformLocation(gl, uniformName), v1, v2, v3);
}
public void SetUniformMatrix3(OpenGL gl, string uniformName, float[] m)
{
gl.UniformMatrix3(GetUniformLocation(gl, uniformName), 1, false, m);
}
public void SetUniformMatrix4(OpenGL gl, string uniformName, float[] m)
{
gl.UniformMatrix4(GetUniformLocation(gl, uniformName), 1, false, m);
}
public int GetUniformLocation(OpenGL gl, string uniformName)
{
// If we don't have the uniform name in the dictionary, get it's
// location and add it.
if (uniformNamesToLocations.ContainsKey(uniformName) == false)
{
uniformNamesToLocations[uniformName] = gl.GetUniformLocation(shaderProgramObject, uniformName);
// TODO: if it's not found, we should probably throw an exception.
}
// Return the uniform location.
return uniformNamesToLocations[uniformName];
}
/// <summary>
/// Gets the shader program object.
/// </summary>
/// <value>
/// The shader program object.
/// </value>
public uint ShaderProgramObject
{
get { return shaderProgramObject; }
}
private uint shaderProgramObject;
/// <summary>
/// A mapping of uniform names to locations. This allows us to very easily specify
/// uniform data by name, quickly looking up the location first if needed.
/// </summary>
private readonly Dictionary<string, int> uniformNamesToLocations = new Dictionary<string, int>();
}
}

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using System;
using System.Runtime.InteropServices;
using System.ComponentModel;
using System.Security;
namespace SharpGL.Tesselators
{
/// <summary>
/// Begins tesselation.
/// </summary>
/// <param name="mode">The mode.</param>
public delegate void Begin(uint mode);
/// <summary>
/// Set the edge flag.
/// </summary>
/// <param name="flag">if set to <c>true</c> [flag].</param>
public delegate void EdgeFlag(bool flag);
/// <summary>
/// Vertex data.
/// </summary>
/// <param name="data">The data.</param>
public delegate void Vertex(IntPtr data);
/// <summary>
/// End tesselation.
/// </summary>
public delegate void End();
/// <summary>
/// Combine data.
/// </summary>
/// <param name="coords">The coords.</param>
/// <param name="vertexData">The vertex data.</param>
/// <param name="weight">The weight.</param>
/// <param name="outData">The out data.</param>
public delegate void Combine(double[] coords, IntPtr vertexData, float[] weight, double[] outData);
/// <summary>
/// Error function.
/// </summary>
/// <param name="error">The error.</param>
public delegate void Error(uint error);
/// <summary>
/// Begin with user data.
/// </summary>
/// <param name="mode">The mode.</param>
/// <param name="userData">The user data.</param>
public delegate void BeginData(uint mode, IntPtr userData);
/// <summary>
/// Edge flag with user data.
/// </summary>
/// <param name="flag">if set to <c>true</c> [flag].</param>
/// <param name="userData">The user data.</param>
public delegate void EdgeFlagData(bool flag, IntPtr userData);
/// <summary>
/// Vertex with user data.
/// </summary>
/// <param name="data">The data.</param>
/// <param name="userData">The user data.</param>
public delegate void VertexData(IntPtr data, IntPtr userData);
/// <summary>
/// End with data.
/// </summary>
/// <param name="userData">The user data.</param>
public delegate void EndData(IntPtr userData);
/// <summary>
/// Combine with data.
/// </summary>
/// <param name="coords">The coords.</param>
/// <param name="vertexData">The vertex data.</param>
/// <param name="weight">The weight.</param>
/// <param name="outData">The out data.</param>
/// <param name="userData">The user data.</param>
public delegate void CombineData(double[] coords, IntPtr vertexData, float[] weight, double[] outData, IntPtr userData);
/// <summary>
/// Error with data.
/// </summary>
/// <param name="error">The error.</param>
/// <param name="userData">The user data.</param>
public delegate void ErrorData(uint error, IntPtr userData);
}

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namespace SharpGL.Version
{
/// <summary>
/// Used to specify explictly a version of OpenGL.
/// </summary>
public enum OpenGLVersion
{
/// <summary>
/// Version 1.1
/// </summary>
[Version(1, 1)] OpenGL1_1,
/// <summary>
/// Version 1.2
/// </summary>
[Version(1, 2)] OpenGL1_2,
/// <summary>
/// Version 1.3
/// </summary>
[Version(1, 3)] OpenGL1_3,
/// <summary>
/// Version 1.4
/// </summary>
[Version(1, 4)] OpenGL1_4,
/// <summary>
/// Version 1.5
/// </summary>
[Version(1, 5)] OpenGL1_5,
/// <summary>
/// OpenGL 2.0
/// </summary>
[Version(2, 0)] OpenGL2_0,
/// <summary>
/// OpenGL 2.1
/// </summary>
[Version(2, 1)] OpenGL2_1,
/// <summary>
/// OpenGL 3.0. This is the first version of OpenGL that requires a specially constructed render context.
/// </summary>
[Version(3, 0)] OpenGL3_0,
/// <summary>
/// OpenGL 3.1
/// </summary>
[Version(3, 1)] OpenGL3_1,
/// <summary>
/// OpenGL 3.2
/// </summary>
[Version(3, 2)] OpenGL3_2,
/// <summary>
/// OpenGL 3.3
/// </summary>
[Version(3, 3)] OpenGL3_3,
/// <summary>
/// OpenGL 4.0
/// </summary>
[Version(4, 0)] OpenGL4_0,
/// <summary>
/// OpenGL 4.1
/// </summary>
[Version(4, 1)] OpenGL4_1,
/// <summary>
/// OpenGL 4.2
/// </summary>
[Version(4, 2)] OpenGL4_2,
/// <summary>
/// OpenGL 4.3
/// </summary>
[Version(4, 3)] OpenGL4_3,
/// <summary>
/// OpenGL 4.4
/// </summary>
[Version(4, 4)] OpenGL4_4
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SharpGL.Version
{
/// <summary>
/// Allows a version to be specified as metadata on a field.
/// </summary>
[AttributeUsage(AttributeTargets.Field)]
public class VersionAttribute : Attribute
{
private readonly int major;
private readonly int minor;
/// <summary>
/// Initializes a new instance of the <see cref="VersionAttribute"/> class.
/// </summary>
/// <param name="major">The major version number.</param>
/// <param name="minor">The minor version number.</param>
public VersionAttribute(int major, int minor)
{
this.major = major;
this.minor = minor;
}
/// <summary>
/// Determines whether this version is at least as high as the version specified in the parameters.
/// </summary>
/// <param name="major">The major version.</param>
/// <param name="minor">The minor version.</param>
/// <returns>True if this version object is at least as high as the version specified by <paramref name="major"/> and <paramref name="minor"/>.</returns>
public bool IsAtLeastVersion(int major, int minor)
{
// If major versions match, we care about minor. Otherwise, we only care about major.
if (this.major == major)
return this.major >= major && this.minor >= minor;
return this.major >= major;
}
/// <summary>
/// Gets the version attribute of an enumeration value <paramref name="enumeration"/>.
/// </summary>
/// <param name="enumeration">The enumeration.</param>
/// <returns>The <see cref="VersionAttribute"/> defined on <paramref name="enumeration "/>, or null of none exists.</returns>
public static VersionAttribute GetVersionAttribute(Enum enumeration)
{
// Get the attribute from the enumeration value (if it exists).
return enumeration
.GetType()
.GetMember(enumeration.ToString())
.Single()
.GetCustomAttributes(typeof(VersionAttribute), false)
.OfType<VersionAttribute>()
.FirstOrDefault();
}
/// <summary>
/// Gets the major version number.
/// </summary>
public int Major
{
get { return major; }
}
/// <summary>
/// Gets the minor version number.
/// </summary>
public int Minor
{
get { return minor; }
}
}
}

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namespace SharpGL.VertexBuffers
{
public class IndexBuffer
{
public void Create(OpenGL gl)
{
// Generate the vertex array.
uint[] ids = new uint[1];
gl.GenBuffers(1, ids);
bufferObject = ids[0];
}
public void SetData(OpenGL gl, ushort[] rawData)
{
gl.BufferData(OpenGL.GL_ELEMENT_ARRAY_BUFFER, rawData, OpenGL.GL_STATIC_DRAW);
}
public void Bind(OpenGL gl)
{
gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, bufferObject);
}
public void Unbind(OpenGL gl)
{
gl.BindBuffer(OpenGL.GL_ELEMENT_ARRAY_BUFFER, 0);
}
public bool IsCreated() { return bufferObject != 0; }
/// <summary>
/// Gets the index buffer object.
/// </summary>
public uint IndexBufferObject
{
get { return bufferObject; }
}
private uint bufferObject;
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SharpGL.VertexBuffers
{
/// <summary>
///
/// </summary>
/// <remarks>
/// Very useful reference for management of VBOs and VBAs:
/// http://stackoverflow.com/questions/8704801/glvertexattribpointer-clarification
/// </remarks>
public class VertexBuffer
{
public void Create(OpenGL gl)
{
// Generate the vertex array.
uint[] ids = new uint[1];
gl.GenBuffers(1, ids);
vertexBufferObject = ids[0];
}
public void SetData(OpenGL gl, uint attributeIndex, float[] rawData, bool isNormalised, int stride)
{
// Set the data, specify its shape and assign it to a vertex attribute (so shaders can bind to it).
gl.BufferData(OpenGL.GL_ARRAY_BUFFER, rawData, OpenGL.GL_STATIC_DRAW);
gl.VertexAttribPointer(attributeIndex, stride, OpenGL.GL_FLOAT, isNormalised, 0, IntPtr.Zero);
gl.EnableVertexAttribArray(attributeIndex);
}
public void Bind(OpenGL gl)
{
gl.BindBuffer(OpenGL.GL_ARRAY_BUFFER, vertexBufferObject);
}
public void Unbind(OpenGL gl)
{
gl.BindBuffer(OpenGL.GL_ARRAY_BUFFER, 0);
}
public bool IsCreated() { return vertexBufferObject != 0; }
/// <summary>
/// Gets the vertex buffer object.
/// </summary>
public uint VertexBufferObject
{
get { return vertexBufferObject; }
}
private uint vertexBufferObject;
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace SharpGL.VertexBuffers
{
/// <summary>
/// A VertexBufferArray is a logical grouping of VertexBuffers. Vertex Buffer Arrays
/// allow us to use a set of vertex buffers for vertices, indicies, normals and so on,
/// without having to use more complicated interleaved arrays.
/// </summary>
public class VertexBufferArray
{
public void Create(OpenGL gl)
{
// Generate the vertex array.
uint[] ids = new uint[1];
gl.GenVertexArrays(1, ids);
vertexArrayObject = ids[0];
}
public void Delete(OpenGL gl)
{
gl.DeleteVertexArrays(1, new uint[] { vertexArrayObject });
}
public void Bind(OpenGL gl)
{
gl.BindVertexArray(vertexArrayObject);
}
public void Unbind(OpenGL gl)
{
gl.BindVertexArray(0);
}
/// <summary>
/// Gets the vertex buffer array object.
/// </summary>
public uint VertexBufferArrayObject
{
get { return vertexArrayObject; }
}
private uint vertexArrayObject;
}
}

910
src/SharpGL/Win32.cs Normal file
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using System;
using System.Runtime.InteropServices;
using System.ComponentModel;
namespace SharpGL
{
/// <summary>
/// Useful functions imported from the Win32 SDK.
/// </summary>
public static class Win32
{
/// <summary>
/// Initializes the <see cref="Win32"/> class.
/// </summary>
static Win32()
{
// Load the openGL library - without this wgl calls will fail.
IntPtr glLibrary = Win32.LoadLibrary(OpenGL32);
}
// The names of the libraries we're importing.
public const string Kernel32 = "kernel32.dll";
public const string OpenGL32 = "opengl32.dll";
public const string Glu32 = "Glu32.dll";
public const string Gdi32 = "gdi32.dll";
public const string User32 = "user32.dll";
#region Kernel32 Functions
[DllImport(Kernel32, SetLastError = true)]
public static extern IntPtr LoadLibrary(string lpFileName);
#endregion
#region WGL Functions
/// <summary>
/// Gets the current render context.
/// </summary>
/// <returns>The current render context.</returns>
[DllImport(OpenGL32, SetLastError = true)]
public static extern IntPtr wglGetCurrentContext();
/// <summary>
/// Make the specified render context current.
/// </summary>
/// <param name="hdc">The handle to the device context.</param>
/// <param name="hrc">The handle to the render context.</param>
/// <returns></returns>
[DllImport(OpenGL32, SetLastError = true)]
public static extern int wglMakeCurrent(IntPtr hdc, IntPtr hrc);
/// <summary>
/// Creates a render context from the device context.
/// </summary>
/// <param name="hdc">The handle to the device context.</param>
/// <returns>The handle to the render context.</returns>
[DllImport(OpenGL32, SetLastError = true)]
public static extern IntPtr wglCreateContext(IntPtr hdc);
/// <summary>
/// Deletes the render context.
/// </summary>
/// <param name="hrc">The handle to the render context.</param>
/// <returns></returns>
[DllImport(OpenGL32, SetLastError = true)]
public static extern int wglDeleteContext(IntPtr hrc);
/// <summary>
/// Gets a proc address.
/// </summary>
/// <param name="name">The name of the function.</param>
/// <returns>The address of the function.</returns>
[DllImport(OpenGL32, SetLastError = true)]
public static extern IntPtr wglGetProcAddress(string name);
/// <summary>
/// The wglUseFontBitmaps function creates a set of bitmap display lists for use in the current OpenGL rendering context. The set of bitmap display lists is based on the glyphs in the currently selected font in the device context. You can then use bitmaps to draw characters in an OpenGL image.
/// </summary>
/// <param name="hDC">Specifies the device context whose currently selected font will be used to form the glyph bitmap display lists in the current OpenGL rendering context..</param>
/// <param name="first">Specifies the first glyph in the run of glyphs that will be used to form glyph bitmap display lists.</param>
/// <param name="count">Specifies the number of glyphs in the run of glyphs that will be used to form glyph bitmap display lists. The function creates count display lists, one for each glyph in the run.</param>
/// <param name="listBase">Specifies a starting display list.</param>
/// <returns>If the function succeeds, the return value is TRUE. If the function fails, the return value is FALSE. To get extended error information, call GetLastError.</returns>
[DllImport(OpenGL32, SetLastError = true)]
public static extern bool wglUseFontBitmaps(IntPtr hDC, uint first, uint count, uint listBase);
/// <summary>
/// The wglUseFontOutlines function creates a set of display lists, one for each glyph of the currently selected outline font of a device context, for use with the current rendering context.
/// </summary>
/// <param name="hDC">The h DC.</param>
/// <param name="first">The first.</param>
/// <param name="count">The count.</param>
/// <param name="listBase">The list base.</param>
/// <param name="deviation">The deviation.</param>
/// <param name="extrusion">The extrusion.</param>
/// <param name="format">The format.</param>
/// <param name="lpgmf">The LPGMF.</param>
/// <returns></returns>
[DllImport(OpenGL32, SetLastError = true)]
public static extern bool wglUseFontOutlines(IntPtr hDC, uint first, uint count, uint listBase,
float deviation, float extrusion, int format, [Out, MarshalAs(UnmanagedType.LPArray)] GLYPHMETRICSFLOAT[] lpgmf);
/// <summary>
/// Link two render contexts so they share lists (buffer IDs, etc.)
/// </summary>
/// <param name="hrc1">The first context.</param>
/// <param name="hrc2">The second context.</param>
/// <returns>If the function succeeds, the return value is TRUE. If the function fails, the return value is FALSE.
/// To get extended error information, call GetLastError.</returns>
[DllImport(OpenGL32, SetLastError = true)]
public static extern bool wglShareLists(IntPtr hrc1, IntPtr hrc2);
#endregion
#region PixelFormatDescriptor structure and flags.
[StructLayout(LayoutKind.Explicit)]
public class PIXELFORMATDESCRIPTOR
{
[FieldOffset(0)]
public UInt16 nSize;
[FieldOffset(2)]
public UInt16 nVersion;
[FieldOffset(4)]
public UInt32 dwFlags;
[FieldOffset(8)]
public Byte iPixelType;
[FieldOffset(9)]
public Byte cColorBits;
[FieldOffset(10)]
public Byte cRedBits;
[FieldOffset(11)]
public Byte cRedShift;
[FieldOffset(12)]
public Byte cGreenBits;
[FieldOffset(13)]
public Byte cGreenShift;
[FieldOffset(14)]
public Byte cBlueBits;
[FieldOffset(15)]
public Byte cBlueShift;
[FieldOffset(16)]
public Byte cAlphaBits;
[FieldOffset(17)]
public Byte cAlphaShift;
[FieldOffset(18)]
public Byte cAccumBits;
[FieldOffset(19)]
public Byte cAccumRedBits;
[FieldOffset(20)]
public Byte cAccumGreenBits;
[FieldOffset(21)]
public Byte cAccumBlueBits;
[FieldOffset(22)]
public Byte cAccumAlphaBits;
[FieldOffset(23)]
public Byte cDepthBits;
[FieldOffset(24)]
public Byte cStencilBits;
[FieldOffset(25)]
public Byte cAuxBuffers;
[FieldOffset(26)]
public SByte iLayerType;
[FieldOffset(27)]
public Byte bReserved;
[FieldOffset(28)]
public UInt32 dwLayerMask;
[FieldOffset(32)]
public UInt32 dwVisibleMask;
[FieldOffset(36)]
public UInt32 dwDamageMask;
public void Init()
{
nSize = (ushort)Marshal.SizeOf(this);
}
}
public struct PixelFormatDescriptor
{
public ushort nSize;
public ushort nVersion;
public uint dwFlags;
public byte iPixelType;
public byte cColorBits;
public byte cRedBits;
public byte cRedShift;
public byte cGreenBits;
public byte cGreenShift;
public byte cBlueBits;
public byte cBlueShift;
public byte cAlphaBits;
public byte cAlphaShift;
public byte cAccumBits;
public byte cAccumRedBits;
public byte cAccumGreenBits;
public byte cAccumBlueBits;
public byte cAccumAlphaBits;
public byte cDepthBits;
public byte cStencilBits;
public byte cAuxBuffers;
public sbyte iLayerType;
public byte bReserved;
public uint dwLayerMask;
public uint dwVisibleMask;
public uint dwDamageMask;
}
public const byte PFD_TYPE_RGBA = 0;
public const byte PFD_TYPE_COLORINDEX = 1;
public const uint PFD_DOUBLEBUFFER = 1;
public const uint PFD_STEREO = 2;
public const uint PFD_DRAW_TO_WINDOW = 4;
public const uint PFD_DRAW_TO_BITMAP = 8;
public const uint PFD_SUPPORT_GDI = 16;
public const uint PFD_SUPPORT_OPENGL = 32;
public const uint PFD_GENERIC_FORMAT = 64;
public const uint PFD_NEED_PALETTE = 128;
public const uint PFD_NEED_SYSTEM_PALETTE = 256;
public const uint PFD_SWAP_EXCHANGE = 512;
public const uint PFD_SWAP_COPY = 1024;
public const uint PFD_SWAP_LAYER_BUFFERS = 2048;
public const uint PFD_GENERIC_ACCELERATED = 4096;
public const uint PFD_SUPPORT_DIRECTDRAW = 8192;
public const sbyte PFD_MAIN_PLANE = 0;
public const sbyte PFD_OVERLAY_PLANE = 1;
public const sbyte PFD_UNDERLAY_PLANE = -1;
public delegate IntPtr WndProc(IntPtr hWnd, uint msg, IntPtr wParam, IntPtr lParam);
[DllImport(User32, SetLastError = true)]
public static extern IntPtr DefWindowProc(IntPtr hWnd, uint uMsg, IntPtr wParam, IntPtr lParam);
[DllImport(User32, SetLastError = true)]
public static extern IntPtr CreateWindowEx(
WindowStylesEx dwExStyle,
string lpClassName,
string lpWindowName,
WindowStyles dwStyle,
int x,
int y,
int nWidth,
int nHeight,
IntPtr hWndParent,
IntPtr hMenu,
IntPtr hInstance,
IntPtr lpParam);
[Flags]
public enum WindowStylesEx : uint
{
/// <summary>
/// Specifies that a window created with this style accepts drag-drop files.
/// </summary>
WS_EX_ACCEPTFILES = 0x00000010,
/// <summary>
/// Forces a top-level window onto the taskbar when the window is visible.
/// </summary>
WS_EX_APPWINDOW = 0x00040000,
/// <summary>
/// Specifies that a window has a border with a sunken edge.
/// </summary>
WS_EX_CLIENTEDGE = 0x00000200,
/// <summary>
/// Windows XP: Paints all descendants of a window in bottom-to-top painting order using double-buffering. For more information, see Remarks. This cannot be used if the window has a class style of either CS_OWNDC or CS_CLASSDC.
/// </summary>
WS_EX_COMPOSITED = 0x02000000,
/// <summary>
/// Includes a question mark in the title bar of the window. When the user clicks the question mark, the cursor changes to a question mark with a pointer. If the user then clicks a child window, the child receives a WM_HELP message. The child window should pass the message to the parent window procedure, which should call the WinHelp function using the HELP_WM_HELP command. The Help application displays a pop-up window that typically contains help for the child window.
/// WS_EX_CONTEXTHELP cannot be used with the WS_MAXIMIZEBOX or WS_MINIMIZEBOX styles.
/// </summary>
WS_EX_CONTEXTHELP = 0x00000400,
/// <summary>
/// The window itself contains child windows that should take part in dialog box navigation. If this style is specified, the dialog manager recurses into children of this window when performing navigation operations such as handling the TAB key, an arrow key, or a keyboard mnemonic.
/// </summary>
WS_EX_CONTROLPARENT = 0x00010000,
/// <summary>
/// Creates a window that has a double border; the window can, optionally, be created with a title bar by specifying the WS_CAPTION style in the dwStyle parameter.
/// </summary>
WS_EX_DLGMODALFRAME = 0x00000001,
/// <summary>
/// Windows 2000/XP: Creates a layered window. Note that this cannot be used for child windows. Also, this cannot be used if the window has a class style of either CS_OWNDC or CS_CLASSDC.
/// </summary>
WS_EX_LAYERED = 0x00080000,
/// <summary>
/// Arabic and Hebrew versions of Windows 98/Me, Windows 2000/XP: Creates a window whose horizontal origin is on the right edge. Increasing horizontal values advance to the left.
/// </summary>
WS_EX_LAYOUTRTL = 0x00400000,
/// <summary>
/// Creates a window that has generic left-aligned properties. This is the default.
/// </summary>
WS_EX_LEFT = 0x00000000,
/// <summary>
/// If the shell language is Hebrew, Arabic, or another language that supports reading order alignment, the vertical scroll bar (if present) is to the left of the client area. For other languages, the style is ignored.
/// </summary>
WS_EX_LEFTSCROLLBAR = 0x00004000,
/// <summary>
/// The window text is displayed using left-to-right reading-order properties. This is the default.
/// </summary>
WS_EX_LTRREADING = 0x00000000,
/// <summary>
/// Creates a multiple-document interface (MDI) child window.
/// </summary>
WS_EX_MDICHILD = 0x00000040,
/// <summary>
/// Windows 2000/XP: A top-level window created with this style does not become the foreground window when the user clicks it. The system does not bring this window to the foreground when the user minimizes or closes the foreground window.
/// To activate the window, use the SetActiveWindow or SetForegroundWindow function.
/// The window does not appear on the taskbar by default. To force the window to appear on the taskbar, use the WS_EX_APPWINDOW style.
/// </summary>
WS_EX_NOACTIVATE = 0x08000000,
/// <summary>
/// Windows 2000/XP: A window created with this style does not pass its window layout to its child windows.
/// </summary>
WS_EX_NOINHERITLAYOUT = 0x00100000,
/// <summary>
/// Specifies that a child window created with this style does not send the WM_PARENTNOTIFY message to its parent window when it is created or destroyed.
/// </summary>
WS_EX_NOPARENTNOTIFY = 0x00000004,
/// <summary>
/// Combines the WS_EX_CLIENTEDGE and WS_EX_WINDOWEDGE styles.
/// </summary>
WS_EX_OVERLAPPEDWINDOW = WS_EX_WINDOWEDGE | WS_EX_CLIENTEDGE,
/// <summary>
/// Combines the WS_EX_WINDOWEDGE, WS_EX_TOOLWINDOW, and WS_EX_TOPMOST styles.
/// </summary>
WS_EX_PALETTEWINDOW = WS_EX_WINDOWEDGE | WS_EX_TOOLWINDOW | WS_EX_TOPMOST,
/// <summary>
/// The window has generic "right-aligned" properties. This depends on the window class. This style has an effect only if the shell language is Hebrew, Arabic, or another language that supports reading-order alignment; otherwise, the style is ignored.
/// Using the WS_EX_RIGHT style for static or edit controls has the same effect as using the SS_RIGHT or ES_RIGHT style, respectively. Using this style with button controls has the same effect as using BS_RIGHT and BS_RIGHTBUTTON styles.
/// </summary>
WS_EX_RIGHT = 0x00001000,
/// <summary>
/// Vertical scroll bar (if present) is to the right of the client area. This is the default.
/// </summary>
WS_EX_RIGHTSCROLLBAR = 0x00000000,
/// <summary>
/// If the shell language is Hebrew, Arabic, or another language that supports reading-order alignment, the window text is displayed using right-to-left reading-order properties. For other languages, the style is ignored.
/// </summary>
WS_EX_RTLREADING = 0x00002000,
/// <summary>
/// Creates a window with a three-dimensional border style intended to be used for items that do not accept user input.
/// </summary>
WS_EX_STATICEDGE = 0x00020000,
/// <summary>
/// Creates a tool window; that is, a window intended to be used as a floating toolbar. A tool window has a title bar that is shorter than a normal title bar, and the window title is drawn using a smaller font. A tool window does not appear in the taskbar or in the dialog that appears when the user presses ALT+TAB. If a tool window has a system menu, its icon is not displayed on the title bar. However, you can display the system menu by right-clicking or by typing ALT+SPACE.
/// </summary>
WS_EX_TOOLWINDOW = 0x00000080,
/// <summary>
/// Specifies that a window created with this style should be placed above all non-topmost windows and should stay above them, even when the window is deactivated. To add or remove this style, use the SetWindowPos function.
/// </summary>
WS_EX_TOPMOST = 0x00000008,
/// <summary>
/// Specifies that a window created with this style should not be painted until siblings beneath the window (that were created by the same thread) have been painted. The window appears transparent because the bits of underlying sibling windows have already been painted.
/// To achieve transparency without these restrictions, use the SetWindowRgn function.
/// </summary>
WS_EX_TRANSPARENT = 0x00000020,
/// <summary>
/// Specifies that a window has a border with a raised edge.
/// </summary>
WS_EX_WINDOWEDGE = 0x00000100
}
[Flags()]
public enum WindowStyles : uint
{
/// <summary>The window has a thin-line border.</summary>
WS_BORDER = 0x800000,
/// <summary>The window has a title bar (includes the WS_BORDER style).</summary>
WS_CAPTION = 0xc00000,
/// <summary>The window is a child window. A window with this style cannot have a menu bar. This style cannot be used with the WS_POPUP style.</summary>
WS_CHILD = 0x40000000,
/// <summary>Excludes the area occupied by child windows when drawing occurs within the parent window. This style is used when creating the parent window.</summary>
WS_CLIPCHILDREN = 0x2000000,
/// <summary>
/// Clips child windows relative to each other; that is, when a particular child window receives a WM_PAINT message, the WS_CLIPSIBLINGS style clips all other overlapping child windows out of the region of the child window to be updated.
/// If WS_CLIPSIBLINGS is not specified and child windows overlap, it is possible, when drawing within the client area of a child window, to draw within the client area of a neighboring child window.
/// </summary>
WS_CLIPSIBLINGS = 0x4000000,
/// <summary>The window is initially disabled. A disabled window cannot receive input from the user. To change this after a window has been created, use the EnableWindow function.</summary>
WS_DISABLED = 0x8000000,
/// <summary>The window has a border of a style typically used with dialog boxes. A window with this style cannot have a title bar.</summary>
WS_DLGFRAME = 0x400000,
/// <summary>
/// The window is the first control of a group of controls. The group consists of this first control and all controls defined after it, up to the next control with the WS_GROUP style.
/// The first control in each group usually has the WS_TABSTOP style so that the user can move from group to group. The user can subsequently change the keyboard focus from one control in the group to the next control in the group by using the direction keys.
/// You can turn this style on and off to change dialog box navigation. To change this style after a window has been created, use the SetWindowLong function.
/// </summary>
WS_GROUP = 0x20000,
/// <summary>The window has a horizontal scroll bar.</summary>
WS_HSCROLL = 0x100000,
/// <summary>The window is initially maximized.</summary>
WS_MAXIMIZE = 0x1000000,
/// <summary>The window has a maximize button. Cannot be combined with the WS_EX_CONTEXTHELP style. The WS_SYSMENU style must also be specified.</summary>
WS_MAXIMIZEBOX = 0x10000,
/// <summary>The window is initially minimized.</summary>
WS_MINIMIZE = 0x20000000,
/// <summary>The window has a minimize button. Cannot be combined with the WS_EX_CONTEXTHELP style. The WS_SYSMENU style must also be specified.</summary>
WS_MINIMIZEBOX = 0x20000,
/// <summary>The window is an overlapped window. An overlapped window has a title bar and a border.</summary>
WS_OVERLAPPED = 0x0,
/// <summary>The window is an overlapped window.</summary>
WS_OVERLAPPEDWINDOW = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_SIZEFRAME | WS_MINIMIZEBOX | WS_MAXIMIZEBOX,
/// <summary>The window is a pop-up window. This style cannot be used with the WS_CHILD style.</summary>
WS_POPUP = 0x80000000u,
/// <summary>The window is a pop-up window. The WS_CAPTION and WS_POPUPWINDOW styles must be combined to make the window menu visible.</summary>
WS_POPUPWINDOW = WS_POPUP | WS_BORDER | WS_SYSMENU,
/// <summary>The window has a sizing border.</summary>
WS_SIZEFRAME = 0x40000,
/// <summary>The window has a window menu on its title bar. The WS_CAPTION style must also be specified.</summary>
WS_SYSMENU = 0x80000,
/// <summary>
/// The window is a control that can receive the keyboard focus when the user presses the TAB key.
/// Pressing the TAB key changes the keyboard focus to the next control with the WS_TABSTOP style.
/// You can turn this style on and off to change dialog box navigation. To change this style after a window has been created, use the SetWindowLong function.
/// For user-created windows and modeless dialogs to work with tab stops, alter the message loop to call the IsDialogMessage function.
/// </summary>
WS_TABSTOP = 0x10000,
/// <summary>The window is initially visible. This style can be turned on and off by using the ShowWindow or SetWindowPos function.</summary>
WS_VISIBLE = 0x10000000,
/// <summary>The window has a vertical scroll bar.</summary>
WS_VSCROLL = 0x200000
}
[Flags]
public enum ClassStyles : uint
{
ByteAlignClient = 0x1000,
ByteAlignWindow = 0x2000,
ClassDC = 0x40,
DoubleClicks = 0x8,
DropShadow = 0x20000,
GlobalClass = 0x4000,
HorizontalRedraw = 0x2,
NoClose = 0x200,
OwnDC = 0x20,
ParentDC = 0x80,
SaveBits = 0x800,
VerticalRedraw = 0x1
}
[StructLayout(LayoutKind.Sequential)]
public struct WNDCLASSEX
{
public uint cbSize;
public ClassStyles style;
[MarshalAs(UnmanagedType.FunctionPtr)]
public WndProc lpfnWndProc;
public int cbClsExtra;
public int cbWndExtra;
public IntPtr hInstance;
public IntPtr hIcon;
public IntPtr hCursor;
public IntPtr hbrBackground;
public string lpszMenuName;
public string lpszClassName;
public IntPtr hIconSm;
public void Init()
{
cbSize = (uint)Marshal.SizeOf(this);
}
}
[StructLayout(LayoutKind.Sequential)]
public struct BITMAPINFO
{
public Int32 biSize;
public Int32 biWidth;
public Int32 biHeight;
public Int16 biPlanes;
public Int16 biBitCount;
public Int32 biCompression;
public Int32 biSizeImage;
public Int32 biXPelsPerMeter;
public Int32 biYPelsPerMeter;
public Int32 biClrUsed;
public Int32 biClrImportant;
public void Init()
{
biSize = Marshal.SizeOf(this);
}
}
#endregion
#region Win32 Function Definitions.
// Unmanaged functions from the Win32 graphics library.
[DllImport(Gdi32, SetLastError = true)]
public unsafe static extern int ChoosePixelFormat(IntPtr hDC,
[In, MarshalAs(UnmanagedType.LPStruct)] PIXELFORMATDESCRIPTOR ppfd);
[DllImport(Gdi32, SetLastError = true)]
public unsafe static extern int SetPixelFormat(IntPtr hDC, int iPixelFormat,
[In, MarshalAs(UnmanagedType.LPStruct)] PIXELFORMATDESCRIPTOR ppfd );
[DllImport(Gdi32, SetLastError = true)]
public static extern IntPtr GetStockObject(uint fnObject);
[DllImport(Gdi32, SetLastError = true)]
public static extern int SwapBuffers(IntPtr hDC);
[DllImport(Gdi32, SetLastError = true)]
public static extern bool BitBlt(IntPtr hDC, int x, int y, int width,
int height, IntPtr hDCSource, int sourceX, int sourceY, uint type);
[DllImport(Gdi32, SetLastError = true)]
public static extern IntPtr CreateDIBSection(IntPtr hdc, [In] ref BITMAPINFO pbmi,
uint pila, out IntPtr ppvBits, IntPtr hSection, uint dwOffset);
[DllImport(Gdi32, SetLastError = true)]
public static extern IntPtr SelectObject(IntPtr hdc, IntPtr hgdiobj);
[DllImport(Gdi32, SetLastError = true)]
public static extern bool DeleteObject(IntPtr hObject);
[DllImport(Gdi32, SetLastError = true)]
public static extern IntPtr CreateCompatibleDC(IntPtr hDC);
[DllImport(Gdi32, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
public static extern bool DeleteDC(IntPtr hDC);
[DllImport(Gdi32, SetLastError = true)]
public static extern IntPtr CreateFont(int nHeight, int nWidth, int nEscapement,
int nOrientation, uint fnWeight, uint fdwItalic, uint fdwUnderline, uint
fdwStrikeOut, uint fdwCharSet, uint fdwOutputPrecision, uint
fdwClipPrecision, uint fdwQuality, uint fdwPitchAndFamily, string lpszFace);
#endregion
#region User32 Functions
[DllImport(User32, SetLastError = true)]
public static extern IntPtr GetDC(IntPtr hWnd);
[DllImport(User32, SetLastError = true)]
public static extern int ReleaseDC(IntPtr hWnd, IntPtr hDC);
[DllImport(User32, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
public static extern bool DestroyWindow(IntPtr hWnd);
[DllImport(User32, SetLastError = true)]
[return: MarshalAs(UnmanagedType.Bool)]
public static extern bool SetWindowPos(IntPtr hWnd, IntPtr hWndInsertAfter, int X, int Y, int cx, int cy, SetWindowPosFlags uFlags);
[DllImport(User32, SetLastError = true)]
[return: MarshalAs(UnmanagedType.U2)]
public static extern short RegisterClassEx([In] ref WNDCLASSEX lpwcx);
#endregion
[Flags]
public enum SetWindowPosFlags : uint
{
SWP_ASYNCWINDOWPOS = 0x4000,
SWP_DEFERERASE = 0x2000,
SWP_DRAWFRAME = 0x0020,
SWP_FRAMECHANGED = 0x0020,
SWP_HIDEWINDOW = 0x0080,
SWP_NOACTIVATE = 0x0010,
SWP_NOCOPYBITS = 0x0100,
SWP_NOMOVE = 0x0002,
SWP_NOOWNERZORDER = 0x0200,
SWP_NOREDRAW = 0x0008,
SWP_NOREPOSITION = 0x0200,
SWP_NOSENDCHANGING = 0x0400,
SWP_NOSIZE = 0x0001,
SWP_NOZORDER = 0x0004,
SWP_SHOWWINDOW = 0x0040,
}
#region Windows Messages
public const int WM_ACTIVATE = 0x0006;
public const int WM_ACTIVATEAPP = 0x001C;
public const int WM_AFXFIRST = 0x0360;
public const int WM_AFXLAST = 0x037F;
public const int WM_APP = 0x8000;
public const int WM_ASKCBFORMATNAME = 0x030C;
public const int WM_CANCELJOURNAL = 0x004B;
public const int WM_CANCELMODE = 0x001F;
public const int WM_CAPTURECHANGED = 0x0215;
public const int WM_CHANGECBCHAIN = 0x030D;
public const int WM_CHANGEUISTATE = 0x0127;
public const int WM_CHAR = 0x0102;
public const int WM_CHARTOITEM = 0x002F;
public const int WM_CHILDACTIVATE = 0x0022;
public const int WM_CLEAR = 0x0303;
public const int WM_CLOSE = 0x0010;
public const int WM_COMMAND = 0x0111;
public const int WM_COMPACTING = 0x0041;
public const int WM_COMPAREITEM = 0x0039;
public const int WM_CONTEXTMENU = 0x007B;
public const int WM_COPY = 0x0301;
public const int WM_COPYDATA = 0x004A;
public const int WM_CREATE = 0x0001;
public const int WM_CTLCOLORBTN = 0x0135;
public const int WM_CTLCOLORDLG = 0x0136;
public const int WM_CTLCOLOREDIT = 0x0133;
public const int WM_CTLCOLORLISTBOX = 0x0134;
public const int WM_CTLCOLORMSGBOX = 0x0132;
public const int WM_CTLCOLORSCROLLBAR = 0x0137;
public const int WM_CTLCOLORSTATIC = 0x0138;
public const int WM_CUT = 0x0300;
public const int WM_DEADCHAR = 0x0103;
public const int WM_DELETEITEM = 0x002D;
public const int WM_DESTROY = 0x0002;
public const int WM_DESTROYCLIPBOARD = 0x0307;
public const int WM_DEVICECHANGE = 0x0219;
public const int WM_DEVMODECHANGE = 0x001B;
public const int WM_DISPLAYCHANGE = 0x007E;
public const int WM_DRAWCLIPBOARD = 0x0308;
public const int WM_DRAWITEM = 0x002B;
public const int WM_DROPFILES = 0x0233;
public const int WM_ENABLE = 0x000A;
public const int WM_ENDSESSION = 0x0016;
public const int WM_ENTERIDLE = 0x0121;
public const int WM_ENTERMENULOOP = 0x0211;
public const int WM_ENTERSIZEMOVE = 0x0231;
public const int WM_ERASEBKGND = 0x0014;
public const int WM_EXITMENULOOP = 0x0212;
public const int WM_EXITSIZEMOVE = 0x0232;
public const int WM_FONTCHANGE = 0x001D;
public const int WM_GETDLGCODE = 0x0087;
public const int WM_GETFONT = 0x0031;
public const int WM_GETHOTKEY = 0x0033;
public const int WM_GETICON = 0x007F;
public const int WM_GETMINMAXINFO = 0x0024;
public const int WM_GETOBJECT = 0x003D;
public const int WM_GETTEXT = 0x000D;
public const int WM_GETTEXTLENGTH = 0x000E;
public const int WM_HANDHELDFIRST = 0x0358;
public const int WM_HANDHELDLAST = 0x035F;
public const int WM_HELP = 0x0053;
public const int WM_HOTKEY = 0x0312;
public const int WM_HSCROLL = 0x0114;
public const int WM_HSCROLLCLIPBOARD = 0x030E;
public const int WM_ICONERASEBKGND = 0x0027;
public const int WM_IME_CHAR = 0x0286;
public const int WM_IME_COMPOSITION = 0x010F;
public const int WM_IME_COMPOSITIONFULL = 0x0284;
public const int WM_IME_CONTROL = 0x0283;
public const int WM_IME_ENDCOMPOSITION = 0x010E;
public const int WM_IME_KEYDOWN = 0x0290;
public const int WM_IME_KEYLAST = 0x010F;
public const int WM_IME_KEYUP = 0x0291;
public const int WM_IME_NOTIFY = 0x0282;
public const int WM_IME_REQUEST = 0x0288;
public const int WM_IME_SELECT = 0x0285;
public const int WM_IME_SETCONTEXT = 0x0281;
public const int WM_IME_STARTCOMPOSITION = 0x010D;
public const int WM_INITDIALOG = 0x0110;
public const int WM_INITMENU = 0x0116;
public const int WM_INITMENUPOPUP = 0x0117;
public const int WM_INPUTLANGCHANGE = 0x0051;
public const int WM_INPUTLANGCHANGEREQUEST = 0x0050;
public const int WM_KEYDOWN = 0x0100;
public const int WM_KEYFIRST = 0x0100;
public const int WM_KEYLAST = 0x0108;
public const int WM_KEYUP = 0x0101;
public const int WM_KILLFOCUS = 0x0008;
public const int WM_LBUTTONDBLCLK = 0x0203;
public const int WM_LBUTTONDOWN = 0x0201;
public const int WM_LBUTTONUP = 0x0202;
public const int WM_MBUTTONDBLCLK = 0x0209;
public const int WM_MBUTTONDOWN = 0x0207;
public const int WM_MBUTTONUP = 0x0208;
public const int WM_MDIACTIVATE = 0x0222;
public const int WM_MDICASCADE = 0x0227;
public const int WM_MDICREATE = 0x0220;
public const int WM_MDIDESTROY = 0x0221;
public const int WM_MDIGETACTIVE = 0x0229;
public const int WM_MDIICONARRANGE = 0x0228;
public const int WM_MDIMAXIMIZE = 0x0225;
public const int WM_MDINEXT = 0x0224;
public const int WM_MDIREFRESHMENU = 0x0234;
public const int WM_MDIRESTORE = 0x0223;
public const int WM_MDISETMENU = 0x0230;
public const int WM_MDITILE = 0x0226;
public const int WM_MEASUREITEM = 0x002C;
public const int WM_MENUCHAR = 0x0120;
public const int WM_MENUCOMMAND = 0x0126;
public const int WM_MENUDRAG = 0x0123;
public const int WM_MENUGETOBJECT = 0x0124;
public const int WM_MENURBUTTONUP = 0x0122;
public const int WM_MENUSELECT = 0x011F;
public const int WM_MOUSEACTIVATE = 0x0021;
public const int WM_MOUSEFIRST = 0x0200;
public const int WM_MOUSEHOVER = 0x02A1;
public const int WM_MOUSELAST = 0x020D;
public const int WM_MOUSELEAVE = 0x02A3;
public const int WM_MOUSEMOVE = 0x0200;
public const int WM_MOUSEWHEEL = 0x020A;
public const int WM_MOUSEHWHEEL = 0x020E;
public const int WM_MOVE = 0x0003;
public const int WM_MOVING = 0x0216;
public const int WM_NCACTIVATE = 0x0086;
public const int WM_NCCALCSIZE = 0x0083;
public const int WM_NCCREATE = 0x0081;
public const int WM_NCDESTROY = 0x0082;
public const int WM_NCHITTEST = 0x0084;
public const int WM_NCLBUTTONDBLCLK = 0x00A3;
public const int WM_NCLBUTTONDOWN = 0x00A1;
public const int WM_NCLBUTTONUP = 0x00A2;
public const int WM_NCMBUTTONDBLCLK = 0x00A9;
public const int WM_NCMBUTTONDOWN = 0x00A7;
public const int WM_NCMBUTTONUP = 0x00A8;
public const int WM_NCMOUSEMOVE = 0x00A0;
public const int WM_NCPAINT = 0x0085;
public const int WM_NCRBUTTONDBLCLK = 0x00A6;
public const int WM_NCRBUTTONDOWN = 0x00A4;
public const int WM_NCRBUTTONUP = 0x00A5;
public const int WM_NEXTDLGCTL = 0x0028;
public const int WM_NEXTMENU = 0x0213;
public const int WM_NOTIFY = 0x004E;
public const int WM_NOTIFYFORMAT = 0x0055;
public const int WM_NULL = 0x0000;
public const int WM_PAINT = 0x000F;
public const int WM_PAINTCLIPBOARD = 0x0309;
public const int WM_PAINTICON = 0x0026;
public const int WM_PALETTECHANGED = 0x0311;
public const int WM_PALETTEISCHANGING = 0x0310;
public const int WM_PARENTNOTIFY = 0x0210;
public const int WM_PASTE = 0x0302;
public const int WM_PENWINFIRST = 0x0380;
public const int WM_PENWINLAST = 0x038F;
public const int WM_POWER = 0x0048;
public const int WM_POWERBROADCAST = 0x0218;
public const int WM_PRINT = 0x0317;
public const int WM_PRINTCLIENT = 0x0318;
public const int WM_QUERYDRAGICON = 0x0037;
public const int WM_QUERYENDSESSION = 0x0011;
public const int WM_QUERYNEWPALETTE = 0x030F;
public const int WM_QUERYOPEN = 0x0013;
public const int WM_QUEUESYNC = 0x0023;
public const int WM_QUIT = 0x0012;
public const int WM_RBUTTONDBLCLK = 0x0206;
public const int WM_RBUTTONDOWN = 0x0204;
public const int WM_RBUTTONUP = 0x0205;
public const int WM_RENDERALLFORMATS = 0x0306;
public const int WM_RENDERFORMAT = 0x0305;
public const int WM_SETCURSOR = 0x0020;
public const int WM_SETFOCUS = 0x0007;
public const int WM_SETFONT = 0x0030;
public const int WM_SETHOTKEY = 0x0032;
public const int WM_SETICON = 0x0080;
public const int WM_SETREDRAW = 0x000B;
public const int WM_SETTEXT = 0x000C;
public const int WM_SETTINGCHANGE = 0x001A;
public const int WM_SHOWWINDOW = 0x0018;
public const int WM_SIZE = 0x0005;
public const int WM_SIZECLIPBOARD = 0x030B;
public const int WM_SIZING = 0x0214;
public const int WM_SPOOLERSTATUS = 0x002A;
public const int WM_STYLECHANGED = 0x007D;
public const int WM_STYLECHANGING = 0x007C;
public const int WM_SYNCPAINT = 0x0088;
public const int WM_SYSCHAR = 0x0106;
public const int WM_SYSCOLORCHANGE = 0x0015;
public const int WM_SYSCOMMAND = 0x0112;
public const int WM_SYSDEADCHAR = 0x0107;
public const int WM_SYSKEYDOWN = 0x0104;
public const int WM_SYSKEYUP = 0x0105;
public const int WM_TCARD = 0x0052;
public const int WM_TIMECHANGE = 0x001E;
public const int WM_TIMER = 0x0113;
public const int WM_UNDO = 0x0304;
public const int WM_UNINITMENUPOPUP = 0x0125;
public const int WM_USER = 0x0400;
public const int WM_USERCHANGED = 0x0054;
public const int WM_VKEYTOITEM = 0x002E;
public const int WM_VSCROLL = 0x0115;
public const int WM_VSCROLLCLIPBOARD = 0x030A;
public const int WM_WINDOWPOSCHANGED = 0x0047;
public const int WM_WINDOWPOSCHANGING = 0x0046;
public const int WM_WININICHANGE = 0x001A;
public const int WM_XBUTTONDBLCLK = 0x020D;
public const int WM_XBUTTONDOWN = 0x020B;
public const int WM_XBUTTONUP = 0x020C;
#endregion
public const uint WHITE_BRUSH = 0;
public const uint LTGRAY_BRUSH = 1;
public const uint GRAY_BRUSH = 2;
public const uint DKGRAY_BRUSH = 3;
public const uint BLACK_BRUSH = 4;
public const uint NULL_BRUSH = 5;
public const uint HOLLOW_BRUSH = NULL_BRUSH;
public const uint WHITE_PEN = 6;
public const uint BLACK_PEN = 7;
public const uint NULL_PEN = 8;
public const uint OEM_FIXED_FONT = 10;
public const uint ANSI_FIXED_FONT = 11;
public const uint ANSI_VAR_FONT = 12;
public const uint SYSTEM_FONT = 13;
public const uint DEVICE_DEFAULT_FONT = 14;
public const uint DEFAULT_PALETTE = 15;
public const uint SYSTEM_FIXED_FONT = 16;
public const uint DEFAULT_GUI_FONT = 17;
public const uint DC_BRUSH = 18;
public const uint DC_PEN = 19;
public const uint DEFAULT_PITCH = 0;
public const uint FIXED_PITCH = 1;
public const uint VARIABLE_PITCH = 2;
public const uint DEFAULT_QUALITY = 0;
public const uint DRAFT_QUALITY = 1;
public const uint PROOF_QUALITY = 2;
public const uint NONANTIALIASED_QUALITY = 3;
public const uint ANTIALIASED_QUALITY = 4;
public const uint CLEARTYPE_QUALITY = 5;
public const uint CLEARTYPE_NATURAL_QUALITY = 6;
public const uint CLIP_DEFAULT_PRECIS = 0;
public const uint CLIP_CHARACTER_PRECIS = 1;
public const uint CLIP_STROKE_PRECIS = 2;
public const uint CLIP_MASK = 0xf;
public const uint OUT_DEFAULT_PRECIS = 0;
public const uint OUT_STRING_PRECIS = 1;
public const uint OUT_CHARACTER_PRECIS = 2;
public const uint OUT_STROKE_PRECIS = 3;
public const uint OUT_TT_PRECIS = 4;
public const uint OUT_DEVICE_PRECIS = 5;
public const uint OUT_RASTER_PRECIS = 6;
public const uint OUT_TT_ONLY_PRECIS = 7;
public const uint OUT_OUTLINE_PRECIS = 8;
public const uint OUT_SCREEN_OUTLINE_PRECIS = 9;
public const uint OUT_PS_ONLY_PRECIS = 10;
public const uint ANSI_CHARSET = 0;
public const uint DEFAULT_CHARSET = 1;
public const uint SYMBOL_CHARSET = 2;
public const uint FW_DONTCARE = 0;
public const uint FW_THIN = 100;
public const uint FW_EXTRALIGHT = 200;
public const uint FW_LIGHT = 300;
public const uint FW_NORMAL = 400;
public const uint FW_MEDIUM = 500;
public const uint FW_SEMIBOLD = 600;
public const uint FW_BOLD = 700;
public const uint FW_EXTRABOLD = 800;
public const uint FW_HEAVY = 900;
public const uint SRCCOPY = 0x00CC0020; // dest = source
public const uint SRCPAINT = 0x00EE0086; // dest = source OR dest
public const uint SRCAND = 0x008800C6; // dest = source AND dest
public const uint SRCINVERT = 0x00660046; // dest = source XOR dest
public const uint SRCERASE = 0x00440328; // dest = source AND (NOT dest )
public const uint NOTSRCCOPY = 0x00330008; // dest = (NOT source)
public const uint NOTSRCERASE = 0x001100A6; // dest = (NOT src) AND (NOT dest)
public const uint MERGECOPY = 0x00C000CA; // dest = (source AND pattern)
public const uint MERGEPAINT = 0x00BB0226; // dest = (NOT source) OR dest
public const uint PATCOPY = 0x00F00021; // dest = pattern
public const uint PATPAINT = 0x00FB0A09; // dest = DPSnoo
public const uint PATINVERT = 0x005A0049; // dest = pattern XOR dest
public const uint DSTINVERT = 0x00550009; // dest = (NOT dest)
public const uint BLACKNESS = 0x00000042; // dest = BLACK
public const uint WHITENESS = 0x00FF0062; // dest = WHITE
public const uint DIB_RGB_COLORS = 0;
public const uint DIB_PAL_COLORS = 1;
public const uint CS_VREDRAW = 0x0001;
public const uint CS_HREDRAW = 0x0002;
public const uint CS_DBLCLKS = 0x0008;
public const uint CS_OWNDC = 0x0020;
public const uint CS_CLASSDC = 0x0040;
public const uint CS_PARENTDC = 0x0080;
public const uint CS_NOCLOSE = 0x0200;
public const uint CS_SAVEBITS = 0x0800;
public const uint CS_BYTEALIGNCLIENT = 0x1000;
public const uint CS_BYTEALIGNWINDOW = 0x2000;
public const uint CS_GLOBALCLASS = 0x4000;
}
}

View File

@ -1,6 +1,5 @@
using System; using System;
using System.Windows.Forms; using System.Windows.Forms;
using System.Diagnostics;
using SharpGL.Enumerations; using SharpGL.Enumerations;
using SharpGL.Version; using SharpGL.Version;
using SharpGL; using SharpGL;
@ -18,7 +17,7 @@ namespace JuicyGraphics {
} }
protected void InitializeOpenGL() { protected void InitializeOpenGL() {
GL.Create(OpenGLVersion.OpenGL2_1, RenderContextType.NativeWindow, Width, Height, 32, this.Handle); GL.Create(OpenGLVersion.OpenGL4_3, RenderContextType.NativeWindow, Width, Height, 32, this.Handle);
GL.ShadeModel(OpenGL.GL_SMOOTH); GL.ShadeModel(OpenGL.GL_SMOOTH);
GL.ClearDepth(1.0f); GL.ClearDepth(1.0f);
GL.Enable(OpenGL.GL_DEPTH_TEST); GL.Enable(OpenGL.GL_DEPTH_TEST);
@ -45,6 +44,7 @@ namespace JuicyGraphics {
if (renderingForDesigner()) { base.OnPaintBackground(e); } if (renderingForDesigner()) { base.OnPaintBackground(e); }
return; return;
} }
protected override void OnPaint(PaintEventArgs e) { protected override void OnPaint(PaintEventArgs e) {
if (renderingForDesigner()) { if (renderingForDesigner()) {
SetStyle(ControlStyles.AllPaintingInWmPaint, true); SetStyle(ControlStyles.AllPaintingInWmPaint, true);
@ -75,8 +75,7 @@ namespace JuicyGraphics {
Invalidate(); Invalidate();
} }
public void BeginInit() { public void BeginInit() { }
}
public void EndInit() { public void EndInit() {
InitializeOpenGL(); InitializeOpenGL();

View File

@ -1,5 +0,0 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="SharpGL" version="2.4.0.0" targetFramework="net45" />
<package id="SharpGL.WinForms" version="2.4.0.0" targetFramework="net45" />
</packages>